So the only penalty for FSAA on 360 is...

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scatteh316

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The performance hit for tile rendering???

Am i correct??

If this is the case, then surely the more complex a scene gets the more tile's will be need'ed and thus more performance will be lost. BUT...could future generations of game's cause problems???i mean when developers finally get used to 360 and decide using everything its got in terms of effects could this bottlenect the EDRAM??

Would a game that has :

FSAA, HDR, motion blur, depth of field, loads of soft-shadows, Parralex mapping, Millions of Poly's...etc..etc

Cripple the rendering system due to that more tile's are need'ed than normal??
 
Yes, rendertarget usage also operates in the tiled mode when there's not enough space. So heavy use will force the tiling split, on top of what space you're using for front and backbuffer.

EDIT: LOL, and agreed, we don't need another thead for Xenos tiling to go over the basics.
 
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