Betanumerical
Veteran
How much of a difference does using PRT's make to the picture, when you take into account the fact that the texture caches aren't of an infinite size and the 32MB of ESRAM is accessible to the XB1 GPU with lower latency?
Would the 32MB hold enough texture data to make a difference, or would it be fetching from DDR3 so often in a 'modern game' that the latency advantage would be a moot point?
There must be SOME advantage to make you want to take a 1.6B transistor hit, over and above "it should work out in the long term..."?
Well one advantage of the eSRAM is that DDR3 is dirt cheap in comparison to GDDR5. Im not smart enough to know the advantages of the low latency in most situations, nor do I know the average size of textures per frame in a game.
But if we are going to start working out that kind of stuff we should at least start taking some bandwidth away for the CPU's.
So we have 68GB/s - 10GB/s (For the 8 CPU's)
58 / 30 GB/f
1.93 * 1024 MB/f
1976.32 MB/f
1976.32 / 32
61.76 fills / frame
half that 60FPS games of course.