Which furthers supports the idea of the RAM being a unified pool addressable from either CPU or GPU.I actually already said it does. It was confirmed at E3 by Jeremiah Slaczka (5th Cell): http://e3.nintendo.com/interviews/#/?v=interview_slaczka
Which furthers supports the idea of the RAM being a unified pool addressable from either CPU or GPU.I actually already said it does. It was confirmed at E3 by Jeremiah Slaczka (5th Cell): http://e3.nintendo.com/interviews/#/?v=interview_slaczka
Hmm, is it safe to say that you know a little more official info about this than we do Faf?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.
Anyway - who says 3DS doesn't have dedicated VRam?
FCRAM as well, as far as I know. Fujitsu MB82DBS02163C-70L (32Mbit). Nintendo really seems to love pseudostatic RAM.Hmm, is it safe to say that you know a little more official info about this than we do Faf?
In either case, from the pictures I suppose we can conclude that it has at least one 512mb of FCRAM, following the footsteps of the DSi. What kind of RAM did the DS/DS-lite originally have?
FCRAM as well, as far as I know. Fujitsu MB82DBS02163C-70L (32Mbit). Nintendo really seems to love pseudostatic RAM.
Assuming the specs IGN published a while ago are mostly correct, I guess the RAM is clocked at 133MHz (same as the GPU). 2.1GB/s with 6ns access time sounds pretty good for a handheld as far as I can tell.
Yes. 3DS has a slider on the side for 3D depth. Turn it all the way down and you get a 2D screen at twice resolution.I've been searching for a anwser to this for a while but couldn't find it. Does anybody know if you can switch the parallax barrier on/off on the fly?
Yes. 3DS has a slider on the side for 3D depth. Turn it all the way down and you get a 2D screen at twice resolution.
Yes, the capacity isn't that impressive. FCRAM is much more expensive than LPDDR, though - Nintendo isn't completely stupid, they probably know what they're doing. Maybe the cards use MXSMIO or a similar interface. With nearly 300MB/s and features like XIP, going for speed instead of capacity might be more efficient.[Q
Two cycle access time for the CPU. As if a modern desktop processor would be running out of the L1 cache. Wouldn't you love it? Effectively removes concerns about the memory hierarchy and how to set up data structures and data access. Sweet. Then again, capacity is modest.
Well, you get a 2D image, but it's still rendering at 400*240. At least, I assume that's the case in games like SF4 that are 60fps in 2D mode. Have other games specifically announced they double the horizontal resolution in 2D mode?
Good point. Perhaps they interlace vertically? That could make some sense. But from reading impressions, that slider is essential for getting a comfortable 3D experience - without it the 3DS would suck. Also, it is apparently pretty hard to keep your head in the right position, and any game that requires more than very gentle input is a problem. Weekend Confirmed podcast for this weekend has a pretty lengthy discussion on the 3DS and its games, apparently most of the press got to play it extensively last week.
Yes. 3DS has a slider on the side for 3D depth. Turn it all the way down and you get a 2D screen at twice resolution.
Certainly in principle, althugh we don't know how the inner workings and dev tools deal with 3D; whether it's left to the developer to create two independent frontbuffers (or one stereoscopic one) and read the slider rating for their own camera setups, or if developers set up one camera in a somewhat fixed engine and this is divided into two viewing positions. The former is most likely, and I expect devs have a lot of freedom except the TRCs will ensure compatibility with the 3D viewing, in which case rendering one eye and copying to the other would be possible.Because I was thinking what if you want to show a 2d menu for example? Do you still have to render 2 seperate images? Or can you just output the same image to both eyes (I suppose that would be the case) and end up with a 2d image without having to render things twice?
NEON is okay for a small SIMD, it's not supposed to be a powerhouse. Something like PSP's VFPU is more powerful per clock.
Exophase said:I recall there were rumors that 3DS would be more powerful than Wii and on a similar level to XBox 360 and PS3.
But you loose all the benefits of that power when you realise you're getting raped on load/store latencies & can't get data in/out of the VFPU fast enough to process it..
The Wii rumour is probably true which by any feat isn't particularly surprising (especially given that it's also more expensive )...
As for PS360..?
Lol!
Memory architecture is the single biggest bottleneck of PSP, it limits everything the CPU does not just the VFPU. Maybe if the scratch-pad wasn't co##ed-up things could have been different for the latter at least.Exophase said:and you think that memory latency is making it impossible to realize the arithmetic capabilities of the VPFU?
Pica200 is rated at 4Pixels/clock, and if it has more then 1shader-op/clock(or fixed-function equivalent) it could comfortably outperform Flipper at similar clock speeds. And programmable vertex-operations should easily make-up for slightly lower peak-vertex throughput.and all signs point to less raw GPU power with perhaps fancier pixel shading and of course programmable vertex shading.
Memory architecture is the single biggest bottleneck of PSP, it limits everything the CPU does not just the VFPU. Maybe if the scratch-pad wasn't co##ed-up things could have been different for the latter at least.
Pica200 is rated at 4Pixels/clock, and if it has more then 1shader-op/clock(or fixed-function equivalent) it could comfortably outperform Flipper at similar clock speeds. And programmable vertex-operations should easily make-up for slightly lower peak-vertex throughput.