SynapticSignal
Banned
Bill said:I'm talking about..split internal bandwidth.
The bandwidth all to the GPU is like 22 GB or whatever.
Can it go into XDR for more? If so, dont you have to split the rendering engine or something? You have two physically seperate pools of 256 RAM. Will the latency difference be seamlessly overcomable? Is that even possible?
I'm not talking about CPU>GPU bandwidth. That's like what would go over PCI Express or AGP in a PC. It would be the 22 GB from Cell. But can the GPU use that like internal bandwidth?
I guess to my mind, PS3 is like a PC with 256 of system RAM, with a graphics card with 256 of video RAM.
Here is a crude diagram:
PC 7800 card>>38 GB
RSX>>22 GB>256GDDR
+>>22 GB >256 XDR
Total RSX has 44 GB. But into TWO smaller pools of RAM and introducing TWO differing latency levels, not one.
no
the XDR can't be addressed directly by rsx, there'are some big latences in this process, and others (big) with the XDR nature
it's like a kind of "turbo caches" of cheap nvidia cards, or (hyper memory) of ati
main local memory are 256 MB of 128 bit GDDR3
I think that this put in flames the whole gpu, correct me if I'm wrong, but aa and hdr eats a big amount of bandwidh working in the framebuffer, rsx don't have 256 bit memory or eDRAM, how can manage this effects?
my doubts came from the general low efficiency of g70 with aa and his severe performance hit, how can it be with a 128 bit bus?
(and no, you can't accumulate different buses when working on Framebuffer)