jvd said:For which system ?
Ps3 i'm expecting 512 megs total.
Ns5 i'm expecting around 300+ total
xbox 2 i'm expecting 700+ (reason for the xbox 2 to have more ram is because it will be useing slower ram and less onboard ram and it will be using ram from the pc sector which is being massed produced for gpus anyway and the price will come down quickly )
Megadrive1988 said:PS3
256 MB (minimum) to 512 MB external XDR
32~64 MB eDRAM on CPU
32~64 MB eDRAM on GPU
320 MB memory total, minimim
640 MB memory total, maximum
Xbox Next
256 MB external memory, minimum
10 MB eDRAM, minimum
1 MB L2 cache minimum
I'm thinking a 5meg cache per die .
jvd said:I think u will see more edram on the gpu than 10 mbs . More like 32 mbs minimum and the same with the cpus .
I'm thinking a 5meg cache per die .
what does one do with eDRAM? and....why so much?
Teasy said:what does one do with eDRAM? and....why so much?
On chip framebuffer, Z-Buffer, large on-chip texture caches.
You'd want a lot of it this generation if the console supports HDTV resolutions and or FSAA.
Just build N viewports with N display lists This could be done by the developer or by the API. The hw don't need to store and tag with tile ID each vertex, and don't need to defer shading. This approach is not efficient as a TBDR..but it's effective in requiring a small memory footprint for back buffer and z-buffer.Teasy said:nAo
How could a GPU do tile rendering of the sort that DeanoC mentioned (that would allow a frame to be rendered section by section in on chip ram) without deferring to store/sort the geometry first?
Evil_Cloud said:I am guessing between 384MB and 512MB RAM, with maybe some sort of upgrade slot up to 768MB RAM (+ 256MB). All depending on the manufacturing cost.