How many XB games used 4x MSAA at reasonably high resolution? Also, they could just render without AA in the framebuffer and have some post-processing AA work on it.How exactly can they emulate the 223GB/s bandwidth for framebuffer?
How many XB games used 4x MSAA at reasonably high resolution? Also, they could just render without AA in the framebuffer and have some post-processing AA work on it.How exactly can they emulate the 223GB/s bandwidth for framebuffer?
They wouldn't need to, in the same way PC GPUs can do everything Xenos can and plenty more besides (high AF and MSAA) with less BW to play with, in the same games on the same engines. That BW figure is effectively an excess, rarely needed in its entirety, designed such that there'd never be a bottleneck. It's certainly not the case that Xenos's eDRAM is saturating that BW every frame.How exactly can they emulate the 223GB/s bandwidth for framebuffer?
I did see a picture a few weeks back, but judging by your reaction it must have been a fake. I don't follow this stuff too closely.You've seen the controller???
Wow, you know more than all of us together! Cool thing
Can anyone explain why you would have half the system memory compared to video memory? Doesn't make any sense, wouldn't it make more sense for it to be the opposite or an even split?
Given that PC GPUs deliver 1080p images at 60FPS with 16x AA in same games where XB barely gives you 30FPS at 720p or lower with 2xAA, if any, I wouldn't worry about bandwidth too much.Given that even 256-bit GDDR5 system would achieve about half of that BW, wouldn't that become a constant bottleneck to handle with?
Mario Kart would have gameplay on the handheld and a commentary or map on the TV. Dragon Quest Multiplayer would have gameplay on the same screen, all four players cooperating, with local skills and inventory on the controller so it doesn't interrupt the game for other players.
Depends on what's your target for general computing and what's your target for graphics.
Memory demands for graphics have been growing faster than memory demands for a supposedly simplified O.S. in a gaming console.
RV770 is also quite capable as a parallel computing processor, so that 1GB GDDR5 could actually be used for some general computing such as physics and A.I., if the developers see fit.
But those specs are most probably fake, as the GFlops for the GPU don't add up.
How exactly can they emulate the 223GB/s bandwidth for framebuffer?
With a 512-bit GDDR5 memory system? I don't really think that's reallistic..
All of this processing is performed on the parent die and the pixels are then transferred to the daughter die in the form of source colour per pixel and loss-less compressed Z, per 2x2 pixel quad. The interconnect bandwidth between the parent and daughter die is only an eighth of the eDRAM bandwidth because the source colour data value is common to all samples of a pixel here, and the Z is compressed. Once on the daughter die the pixels are unpacked to their Multi-Sample level and each sample is driven through their Z and Alpha computations and the final data is stored on the eDRAM until either the entire frame or current tile (we'll cover this in more detail later) being rendered is finished.
To be particular, it's the internal bandwidth. One may as well quote the bandwidth of internal caches. So, as mentioned, PC GPU's amply demonstrate XB360 isn't wielding 200+ GB/s of eDRAM BW to do anything that cannot be done on GDDR running a fraction of that speed. Now there should be cases where XB360 does things in a way that doesn't port nicely, much as PS2 did with its massive particle drawing ability, but given the limited application of the eDRAM, such cases should be few and far between.The 256GB/s bandwith was just a pr stunt.
Xenos doesn't do color or depth compression.Color compression?
a game console that would be ready in the next several months
The author thinks it's Nintendo because Sony would use their own camera sensor for NGP.
My memory was right thoXenos doesn't do color or depth compression.