SOcean2forever
Newcomer
I'd like to ask (and I know this topic has been overkilled by many members in this forum):
How can RSX use XDR via Flex I/O in time for static textures per frame? Maybe I haven't worded the question correctly but with regards to Ubisoft's (Rainbow Six: Vegas) comment about a possible downgrade in the PS3 version because the immediate RAM for the GPU is only 256 mb of GDDR3, is it highly improbable for developers to considering using XDR for textures or developers just don't want to be hassled with it? Would it have been wiser to consider to use a complete pool of 512 mb of GDDR3 RAM or does this split pool architecture reduce other bottlenecks? (yeah, but please answer my questions about textures)
How can RSX use XDR via Flex I/O in time for static textures per frame? Maybe I haven't worded the question correctly but with regards to Ubisoft's (Rainbow Six: Vegas) comment about a possible downgrade in the PS3 version because the immediate RAM for the GPU is only 256 mb of GDDR3, is it highly improbable for developers to considering using XDR for textures or developers just don't want to be hassled with it? Would it have been wiser to consider to use a complete pool of 512 mb of GDDR3 RAM or does this split pool architecture reduce other bottlenecks? (yeah, but please answer my questions about textures)