My bet is flash. Re the Fujitsu chip - I suspect Nintendo get preferential treatment by Fujitsu so that part won't be on the shelf some longer.What's the Toshiba chip here?
My bet is flash. Re the Fujitsu chip - I suspect Nintendo get preferential treatment by Fujitsu so that part won't be on the shelf some longer.What's the Toshiba chip here?
Probably. Also, judging by the Fujitsu catalog, the biggest FCRAM chip they sell is 64MB. Assuming the old leak is correct, the 3DS should have at least 96MB, and the chip would need to be custom. Maybe two 64MB FCRAM dies in one package or something.My bet is flash. Re the Fujitsu chip - I suspect Nintendo get preferential treatment by Fujitsu so that part won't be on the shelf some longer.
Skimming over, it seems correct yea - it's a kind of a mix of DXTC and VQ.Simon F said:UPDATE: I'm guessing this is a description: http://kvance.livejournal.com/1029559.html
Probably. Also, judging by the Fujitsu catalog, the biggest FCRAM chip they sell is 64MB. Assuming the old leak is correct, the 3DS should have at least 96MB, and the chip would need to be custom. Maybe two 64MB FCRAM dies in one package or something.
32MB die for the CPU, 64MB die for the GPU.
32MB die for the CPU, 64MB die for the GPU.
Not well.
What are you basing this on?
It's a SoC so even if it's 96MB, there's no reason why it couldn't be dynamically partitioned between the CPU and GPU.We know that the system has 96MB and 32MB units of FCRAM exist.
You mean unified memory pool, right? That to me makes most sense in a small memory system where every byte counts. You don't want a hole anywhere, so a single pool of flexible RAM makes sense. The only reason not IMO would be a specialist fast framebuffer like eDRAM.It's a SoC so even if it's 96MB, there's no reason why it couldn't be dynamically partitioned between the CPU and GPU.
We know that the system has 96MB and 32MB units of FCRAM exist.
A guess then, its reasonable of course (if you mean 32MB for OS and 64MB for gaming) just thought it might be based on more firm info the way you stated it.
Oh well, I am not based in firm info and perhaps I am wrong but the PICA200 specs says:
Frame buffer: Maximum 4095×4095 pixels
Pixel format: RGBA4444, RGB565, RGBA5551, RGBA8888
4095x4095 pixels with RGBA8888 are 64MB in total for the GPU.
When Nintendo released the Wii. MEM1 is 24MB. Custom built, of course.A 96MB unified RAM would be extremely weird, when was the last time any of you saw a memory chip that isn't a power of two in size?
Not sure that's a valid generalisation. Often GPU's have just had a small working RAM, not a significant slice. If you're going to go that route, 8 MB's Video RAM + 88 MB's RAM would be a more conventional setup. As long as the GPU can stream textures from RAM even if it can't access them directly, you only need a small amount for framebuffers, and in these cases the GPU RAM is made very fast, trading size for performance. 32 or 64 MBs RAM dedicated to GPU, used only for FB and texturing, is too limiting a design - you'd be forcing developers into a design of more or less graphics than they may like if they are wanting to utilise the system efficiently, or finding workaround to fit in what they want to do. PS3 has a 50/50 split and it's not a comfortable design, versus 360's small pool of eDRAM and general system RAM, or PS2's (not quite so) small eDRAM and general system RAM.Unified memory has been the norm in SoCs but in the console world dedicated for GPU is usually how things are done.
To be fair, PSP is closer to PS3 as a segmented-ram platform - ie. the two memory pools are functionally equivalent, storing any data. It also doesn't have the ultra-wide eDram others do, and coupled with the bus-configuration which wasn't meant to handle external DRam, it still suffers very similar to how N64 and XBox did in the end.Exophase said:In PSP, PS2 and XBox 360 you can at least usually have the framebuffer in VRAM.
I actually already said it does. It was confirmed at E3 by Jeremiah Slaczka (5th Cell): http://e3.nintendo.com/interviews/#/?v=interview_slaczkaTo be fair, PSP is closer to PS3 as a segmented-ram platform - ie. the two memory pools are functionally equivalent, storing any data. It also doesn't have the ultra-wide eDram others do, and coupled with the bus-configuration which wasn't meant to handle external DRam, it still suffers very similar to how N64 and XBox did in the end.
Anyway - who says 3DS doesn't have dedicated VRam?