(Lots-of-good-stuff)
Actually, I'm not sure that this part isn't scalable.
Why would MS not be able to use this APU for a small MS branded computer?
The ones that couldn't clock 800 or couldn't hack the 1.2TF
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(Lots-of-good-stuff)
Large last-level storage arrays tend to favor density more heavily. One of AMD's bugbears for quite some time was their being forced to use L2 arrays in the L3, which significantly impacted density.
Cells in cache arrays are linked to long shared bit lines. There are sense amps in caches as well, if only to keep read times fast.
There are pictures of the Xbox One's innards, there is no secondary die. Microsoft did mention a very high aggregate transistor count for the system, although I haven't found a quote that directly mentioned the eSRAM by name outside of third-party sites that may be drawing data from VGleaks.
They should scrap everything and start again ... pair an apu with a pitcairn gpu , use a handful of GDDR5 and call it a day .
This thing as it is now (pre-downclock) is laughable performance wise ... IF the rumors are true , we're entering WiiU territory .
I wouldn't go with the idea of scrapping it necessarily. If the HW is suitably virtualised and forwards-compatible as a result, MS can release a new compatible platform in 18-24 months, say, using all the new techs and change the landscape once again. So I wouldn't count MS out on this one just yet (if the downclocks are true, and the masses care and refuse to buy the machine as a result).
But if the masses care and refuse to buy it , why release it in the first place ? Why not wait a bit longer and release a better product ?
If companies could operate with that degree of foresight, there'd never be any bad business decisions.But if the masses care and refuse to buy it , why release it in the first place ? Why not wait a bit longer and release a better product ?
According to GAF, Remember Me was going to be announced as exclusive at E3 2012. Might've just been a deal that fell apart at the last moment, though, his being wrong.
Not sure about the percentage, but I felt a great disturbance on the Internet, as if millions of xbox fans cried out in terror and were suddenly silenced.
Here is the Intel PDF: Worth at least looking at the photos to see the subdivision in the structure of the memory array.
http://download.intel.com/pressroom/kits/events/idffall_2009/pdfs/IDF_MBohr_Briefing.pdf
I wouldn't go with the idea of scrapping it necessarily. If the HW is suitably virtualised and forwards-compatible as a result, MS can release a new compatible platform in 18-24 months, say, using all the new techs and change the landscape once again. So I wouldn't count MS out on this one just yet (if the downclocks are true, and the masses care and refuse to buy the machine as a result).
I agree, that's key for me. The console has to be future proof.It's unrealistic to gain more than a few million units of a headstart in the first year. And even the PS3 has managed to catch up to the X360.
Dropping the clock speeds on the other hand would be a setback for nearly a decade.
Forza Motorsport 5 will run at 60 frames per second, Microsoft Studios corporate vice president Phil Spencer has told Edge magazine.
Confirmation of the smooth frame rate will come as a great relief to series fans who have been left wondering since the game's announcement last month.
Official word came as the Microsoft Studios chief revealed there will be no minimum performance requirements (such as resolution or frame rate) set for games released on Xbox One.
"There were games that shipped on 360 that were less than 720p," said Spencer. "It's important we give creators the best tools to create the best experience possible and I don't think that platform holders can dictate what the internal frame buffer size should be.
"Forza 5 runs at 60 frames per second, but other people will make different trade-offs. I think it's important - maybe because I'm a studio guy - that you give freedom to the creator because today, through lighting techniques and post effects, resolution is not the thing that maximises beauty."
Spencer concluded: "Some of the most beautiful games of this generation are not dictated by how many pixels they're pushing to the screen. Motion blur, antialiasing, lighting: all of these things come into play. We just give developers the tools and let them make the right creative decisions."
lol, it is in days like these when I wish I had my bottle of liquor at hand.The drinking never ended.
I might leave gaming altogether.