Mintmaster
Veteran
Well, I probably shouldn't have said "a lot" since that's rather vague, but I was talking about read and write buffers for pixels. I guess it's sort of related to the more complex memory controller.nAo said:Sorry..cache for what?
Not free, but it's not a big deal. There's a very limited number of packet types being communicated, and the short distance allows the use of few connections with high speed with no need for error correction. I don't think it's anything like an AGP or PCI Express bus. The other stuff I mentioned is definately bigger.That's probably true. At the same time I don't think that a 32 GBytes/s bus that connects the main die with the edram die comes for free..;-)
I dunno. I keep up on graphics literature, and that's only happened to me a couple of times in the last decade. Heck, I've been waiting for incredible techniques that are 4 years old to get implemented.I stand my opinion, you will be surprised, I have no doubt sooner or later (ok..maybe later.) you will think: god..how did they do that?
The last time my jaw dropped was the first time I saw dependent texturing (EMBM). Seeing bumpy reflections and beautiful water really popped out in a sea of bland textures. RTHDRIBL was pretty cool too. As for reacting in a truly "OMG how'd they do that" way, it last happened playing a game called Motorhead (1998). Couldn't believe it ran so fast in software at 640x480 on a Pentium 166. They had maybe 10 CPU cycles per pixel.
Never saw anything on a console that was as mind-blowing as you're describing. Still, maybe your prediction will come true...
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