Ask NVIDIA and Sony - it's their design choice.Bill said:So why doesn't RSX have EDRAM?
Ask NVIDIA and Sony - it's their design choice.Bill said:So why doesn't RSX have EDRAM?
No I don't mean cache. PC GPU's indeed not have EDRAM and yes they do work fine; however, PC GPUs have their ROPs imbedded into the main core whereas the Xenos doesn't.Bill said:I guess he means cache?
Well, then RSX would have much less than 10 MB.
I'm not following. PC GPU's dont have EDRAM. They work fine.
Neeyik said:The transistor allocation is pretty much the same (and remember that you started this thread on the basis that the EDRAM was a waste of transistors), albeit more in the case of PCs. Get rid of the EDRAM and shove the ROPs back into the Xenos chip, and you'll still need local memory - which means you will still need transistors. Ergo, the EDRAM isn't a waste of transistor as both implementations require local memory and both require transistors for this.
No, I mean local memory - the storage area for frame buffers. In the case of PC graphics cards, the local memory ends up (on most implementations) storing everything - frame, depth, intermediate, texture, vertex, index buffers and so on; for the XB360 the EDRAM is the local memory for all frame buffer operations with the system memory uses for texture and vertex buffers. If you got rid of the EDRAM (ie. place all of the ROP circuitry into the Xenos chip), then you'd have the Xenos constantly reading and writing into the system memory for all operations (and I don't think there is a modern console that does this). It's got to have some kind of local memory, regardless as to whether it's going to contain ROPs or not.scatteh316 said:Im confuesed, What your saying is :
If 360 did'nt have the EDRAM it would still need transister's spent on local memory
You meen a GPU cache or system main memory???
Isn't Xbox 1 like that?Neeyik said:If you got rid of the EDRAM (ie. place all of the ROP circuitry into the Xenos chip), then you'd have the Xenos constantly reading and writing into the system memory for all operations (and I don't think there is a modern console that does this).
The eDRAM in Xenos alleviates the bandwidth deficiency caused by UMA so you can logically regard Xbox 360 as an upgraded Xbox 1. But in PS2 you always had a framebuffer in eDRAM as VRAM with 48GB/s bandwidth, it's not the same as the Xenos eDRAM in a separate daugher die or AA/Z/Alpha co-processor.Neeyik said:Yes, you're quite right - hence the "I think" part in my statement!
Edit: I've just realised that this is one of the similarities between the original XBox and the 360: the GPU and Northbridge was a combined chip in the XBox (although I suspect that it's really two separate processors, just on the same die) and the Xenos chip acts as the NB in the 360.
10MB is 83,886,080 bits - it's one transistor+capacitor for 1 cell = 1 bit. Therefore, the EDRAM composes of 80 million transistors for the DRAM, leaving 25 million for the ROP circuitry and memory controller.Silkworm said:Another thing that hasn't been brought yet up is how many of those 100 or so transistors actually belong to the ROPs and how many go to the EDRAM. A DRAM cell is 1 transistor + a capacitor. 10MB of those is 10 million. The number of transistors for the accompanying addressing logic (row/column decoders), sense amps, etc., would unlikely be equal to the amount of transistors that make up the cells themselves. Even if that were the case, that would only be 10+10 million transistors for the EDRAM, leaving the rest of the transistors (80 million) for "logic".
Bill said:I'm not following. PC GPU's dont have EDRAM. They work fine.
SentinelQW said:XBOX 360
22 GB/s memory bandwidth+D3D compression=effectively 44 GB/s memory bandwidth
scatteh316 said:Could PS3 use a simular technique to increase the Cell + RSX bandwidth?????