Mintmaster said:FouadVG, that was the worst post I've seen yet on these boards. You completely ignored all the information in this thread, and threw in more of your misconceptions on top.
A) If XB360 is having bandwidth problems, it shows they made the right decision, as lack of eDRAM would make the problems worse.
B) PS2's eDRAM was for both the framebuffer and textures. XB360 has up to 512 MB for texture memory.
C) Your comparisons to last gen are backwards. XB360 is more like PS2 because the eDRAM offloads all framebuffer traffic. RSX is more like XBox1 as framebuffer and texture traffic are all on the same bus. Note that the FSB of XBox1's CPU can only get 1GB/s anyway.
D) Unified memory means you don't need any management in your code. If you are bandwidth limited, you'll always be using peak bandwidth, regardless of how the hardware distributes things. On the contrary, if RSX needs more bandwidth it's short of luck, even if CELL isn't using much, as the majority of the data needs to be read from or written to GDDR3. Splitting bandwidth between two buses doesn't increase efficiency, it decreases it. Let's not forget the problems of two different memory pools on PS3.
In terms of sharing resources, this argument is nonsense. GPUs have memory controllers that balance requests from the render back end, the z/stencil testing, the RAMDAC, the texture units, the vertex shaders, the command processor, and probably other clients also. Adding CPU requests is nothing, and Xenos doesn't need to handle the large volume from the first two on this list either. RSX is going to be juggling more than Xenos.
E) Game engines take years to write, and actual games take a while on top of that. Tiling is a simple concept, but you need to know about it early to put it in your engine properly. Even if you told developers about this at the end of 2004, you're unlikely to see it used in many games until maybe 2007.
F) To use 6 SPE's, you need six different threads also. There's no magic that lets CELL run non-parallel code on six processors.
Lets see the misconceptions :
- the problem is not inthe edram itself...The problem is that Microsoft and ATI didnt learn from PS2 hardware limitaions and problems : You cant have enough Edram, because it cost a lot of money...10 MB of Edram would be great on PS2 to have real 480P resolution with 4X free Anti aliasing, but this was in 1999-2000 and its too expensive.
We are in 2006, 10 MB of edram is not at all sufficient to do 720P with free 4X Anti aliasing. If it was 32 MB of edram it will be great..but its too expensive...
What I mean is that you could never have on a home console enough Edram, its too expensive...So you need to find another solution. Microsoft and ATI didnt understand this...They thought that if developers use Tiling rendering they will solve the problem...Which is NOT TRUE...Tiling rendering is not automatic, you click on an icon : And magic ! your engine is running on tiling rendering ! Tiling rendering is difficult to implement, and make development on xbox360 too difficult...not menstioning the drawbacks of this technique mentioned on this thread....Microsoft and ATI underestimated the problems of having ONLY 10 MB of edram, and they underestimated the difficulties of Tiling rendering...the result ?
XBOX360 games are rendered in resolutions between 480P and 720P without anti aliasing...And this wont change soon.(even Gears of war and Too human, lost planet...arent using anti aliasing, nor real 720P rendering...)
- What other solutions ? 2 separate pool of memories for the CPU and GPU, with separate bandwidths a la PS3, by doing this you will give the GPU more bandwidth. And by economising the number of transistors of the edram : 80 million transistors, you could substitute this for more logic, to do shaders a la ps3...Shaders dont need a lot of bandwidth. Plus not using a lot of big textures, and trying to substitute textures by shaders a la LAIR.
By doing this you could achieve easily real 720P rendering + 4X anti aliasing + 8X-16X anisotropic filtering + HDR. like : Warhawk on ps3. and this is only after 2 years of development. I could assume GT5 with upscaling to 1080P with 4X anti aliasing and 16X anisotropic filtering with FP16 HDR (64bit).
- Creating 6 threads on 6 cores, is FAR easier than creating 6 threads on 3 cores. I think this is obvious. Creating 1 thread on 1 core is easier than creating 2 threads on 1 core.
For this reason using CELL power is far easier than using XBOX360 CPU power.
- PS3 is easier to exploit and optimizing the allocation of its resurces than XBOX360. You could achive on ps3 more quickly better results than xbox360. And yu will see this at E3 2006. Not mentioning that PS3 is at least twice more powerful than xbox360.
This is the result of learning from previous errors :
-on PS2 Edram was a problem, why repeat the same problem ?!!
- Shared memory was a big problem for the GPU of XBOX1, why repeat the same problem ?!!
- Using a non standard GPU on PS2 was a big problem, and using a standard GPU on xbox1 was a great solution, why repeat the same problem ?!!
Microsoft not only repeated the problems of XBOX1 and PS2 (edram, shared memory) on designing xbox360...Microsoft also deleted the advantages of xbox1 also (standard easy to exploit GPU)...This is really unbelievable...
Humans must learn from their mistakes and the mistakes of others...not repeating their mistakes, the others mistakes, delete their advatages, and creating new mistakes... This is exactly what Microsoft done on xbox360...And microsoft begin to pay the cost of those big errors...