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If the Stream\Feel has anything close to a RV770 in shader+TMU+ROP amount, then I'll be very surprised.
If the Stream\Feel has anything close to a RV770 in shader+TMU+ROP amount, then I'll be very surprised.
I wonder about IGN's article... wouldn't all that be far too power hungry and hot for a console?
Tri-core CPU, similar to XCPU but clocked OVER 3.4 GHz?
It'd have to be at 28nm or lower right? Otherwise it'd sound like a jet engine wouldn't it?
I mean if it truly is 4850 level, with 1GB RAM (although again, 4850 seems almost overkill for 1GB total RAM...), that's impressive, but I'm still skeptical.
A Tri-core CPU means nothing. Neither does clock speed. The XCPU itself would run on an extremely low power requirement. The Wii 2 could easily afford quite a bit more performance without spending a huge amount of power.
I'd say it all depends on rest of the machine, if Xenos & RSX can run "close-to-hd" resolutions at 30 FPS, anything even near 4850 speeds shouldn't have any problems running it 1080p 60 FPSIf it is true, my Guess is that it'll be a 4850 with 128 bit bus and GDDR5, which is a lower clock 4870 with 128 bit bus. Much like RSX compare to its G-force counterpart. It's a very decent machine IMO.
It can do proper 720p res @ 60 fps in all PS360 console ports rather easily. Or 1080p @ 30 fps. But 1080p @ 60fps will be a challenge from my experience.
That said, we saw an era where one console had 2X as much RAM as the leader (XboxS2) and often it wasnt taken advantage of in ports.
However if you are rendering complex 3d geometry and have high amount of overdraw, then EDRAM surely helps a lot. And that's why it's there in the first place. Why write something to the main memory that gets soon overwritten. EDRAM is a great thing to have. And it's especially a great thing for deferred renderers, since deferred renderers write more data per pixel, and that's where the EDRAM bandwidth helps a lot.
Simple example. 1280x720p screen, 24f8 depth, double 16fx4 g-buffers (pretty common deferred setup), 4 x average scene overdraw (pretty common overdraw factor for complex scenes):
with EDRAM:
1. Render geometry to g-buffers = no main memory BW used (everything stays on chip)
2. Resolve g-buffers to main memory = (4+8+8)*1280*720 = 18.4MB of memory writes
without EDRAM:
1. Render geometry to g-buffers = 4*(4+8+8)*1280*720 = 73.7MB of memory writes. Also the z-buffering needs to read z-values four times for each pixel = 4*4*1280*720 = 14.7MB of memory reads in addition to writes.
With EDRAM the memory traffic was 18.4MB, without it it was 88.4MB. = EDRAM helps deferred rendering a lot.
I'd say it all depends on rest of the machine, if Xenos & RSX can run "close-to-hd" resolutions at 30 FPS, anything even near 4850 speeds shouldn't have any problems running it 1080p 60 FPS
I mean, 4850 should be around 5x+ faster than Xenos or RSX in pretty much everything, if not more.
Well maybe if it was a good port and not a cash in port. But on PC I just couldn't get games like SFIV, Lost Planet and DMC4 to be steady 60fps at 1080p with the 4850 I have. It will get to 60 fps, but dips all over the place. It's good at 720p + AA/AF though.
But yeah a better optimised console port would do even better than the PC versions. Saying that I think all 3 of those games are quite well optimised on the PC.
Theres a significant difference between PC optimised and console optimised. See how well a 7900 GTX does in a PC vs something weaker in a console so I would suspect the same would apply to the NES 6 and whatever equivalent PC hardware they're using.
Strap on cameras on the arm that only allow arm tracking is overkill. Unless you need pixel-perfect resolution to recreate something like playing a piano, a camera set back can give enough detail for major hand changes (open/closed) which'll be enough for pretty much every game, I'm sure.