they said thay want slow ram?Square Enix? (they literally said that when discussing Agni Ph. demo, ircc)
they said thay want slow ram?Square Enix? (they literally said that when discussing Agni Ph. demo, ircc)
Square Enix? (they literally said that when discussing Agni Ph. demo, ircc)
Square Enix? (they literally said that when discussing Agni Ph. demo, ircc)
Can't wait to see what 3-4GB of pure visual assets looks like though. Should be insane.
The actual demo used 1.8GB of textures squeezed into the GPU's 2GB memory, and they had some trouble to get it down to that size, and that 8GB of unified memory would be a big help, something like that.
It might be worth to mention that the assets weren't optimized at all - for example the girl wearing boots had her toes modeled and textured as well. So maybe giving them 8GBs isn't the only possible approach
one of the most intensive uses of the memory are moving data from and to the framebuffer, in engines that d.
Timothy Lottes said:A fast GDDR5 will be the desired option for developers. All the interesting cases for good anti-aliasing require a large amount of bandwidth and RAM. A tiny 32MB chunk of ESRAM will not fit that need even for forward rendering at 1080p. I think some developers could hit 1080p@60fps with the rumored Orbis specs even with good AA. My personal project is targeting 1080p@60fps with great AA on a 560ti which is a little slower than the rumored Orbis specs. There is no way my engine would hit that target on the rumored 720 specs. Ultimately on Orbis I guess devs target 1080p/30fps (with some motion blur) and leverage the lower latency OS stack and scan out at 60fps (double scan frames) to provide a really great lower-latency experience. Maybe the same title on 720 would render at 720p/30fps, and maybe Microsoft is dedicating a few CPU hardware threads to the GPU driver stack to remove the latency problem (assuming this is a "Windows" OS under the covers).
When asked about which would be the preferred option for games in terms of RAM, Timothy Lottes abswered this:
the developer just targets the box like it was a special DX11 "PC" with a few extra changes like hints for surfaces which should go in ESRAM, then on the next refresh hardware, all prior games just get better FPS or resolution or AA.
He speaks about "Durango refresh" as of console that would replace lackluster performing box that Durango could likely end up being.the same person speaking of durango:
The atmosphere around next gen launch is worse than last time. Durango looks like it won't be even in the same class judging by some people opinion (some knowledge people that is) and I'm kinda leaning towards that side too.
I probably wouldn't if it had processing power to match, as I believe MS engineers would thought about system not getting bottlenecked so obviously. But, since compute performances are seriously lagging, I guess we are going to see one console getting beaten badly in that area and that won't be PS4.
The atmosphere around next gen launch is worse than last time. Durango looks like it won't be even in the same class judging by some people opinion (some knowledge people that is) and I'm kinda leaning towards that side too.
I probably wouldn't if it had processing power to match, as I believe MS engineers would thought about system not getting bottlenecked so obviously. But, since compute performances are seriously lagging, I guess we are going to see one console getting beaten badly in that area and that won't be PS4.