Framebuffer operations can be latency sensitive if you're blending and need a read modify write operation. If you have enough hardware to hide the anticipated latency it should be fine though.He was assuming it was to store the framebuffer. (which would be kinda dumb as it's not really a latency sensitive operation)- As we understand, it's recommended the framebuffer goes to DDR3 ram and shader/compute ops go through the ESRAM.
He wasn't thinking of the big picture.
Potentially. A unified memory controller will give priority to the CPU because it's less latency tolerant than the GPU. If the CPU is using a lot of bandwidth it would increase the latency relative to a system with dedicated bandwidth for the GPU.Does that then mean this kind of extra latency is inherit to consoles with UMAs? Did Xbox/360, or any other console with a single memory pool I may have missed, also have longer latencies compared to PC part equivalents?