Acert93 said:
I asked this in another thread, but most of you are not there and this is a more technical discussion, so here it goes.
The trade off seems to be MS went with 10MB of eDRAM and 23GB/s of system bandwidth. Sony went with 48GB/s for the entire system (~ 23GB/s + 15GB/s for the GPU).
Which is exactly the same bandwidth that X850XTPE has. And X850XTPE is considered bandwidth limited. RSX's theoretical fill-rate, even using 16 ROPS, will be higher than X850XTPE's, because fill-rate is determined by ROP-count and memory clock (i.e. 16*700=11.2GP/s). But if X850XTPE is already limited, how the hell is RSX going to be better?... In HL-2 X850XTPE is bandwidth limited at 800x600 when you turn on AA.
In B3D's test for AA performance:
http://www.beyond3d.com/reviews/ati/r480/index.php?p=12
X850XTPE is losing 45% with 4XAA. ATI is reporting a loss of 5% for R500 using slightly more pixels. That's the best data we have right now...
1. Was the eDRAM a good tradeoff? Will the eDRAM save 25GB/s or more bandwidth? It looks like it needs to save at least this much bandwidth to be comparable to other options (like #3 below)
As the triangle count increases in games, you need more and more bandwidth. Hierarchical-Z will save writing an awful lot of those triangles into the frame buffer, but IMR pre-supposes overdraw. Next-gen games are going to use more frame-buffer bandwidth. There's no escape.
I wish there were some breakdowns of this stuff, e.g. using Quake 2, UT2k3, HL-2 as generational models for performance...
It's extremely hard to quantify the benefits of EDRAM right now...
2. Do we really expect the RSX, with its memory configuration, to be able to do 1080p with 4x AA, HDR, and other memory bandwidth intensive tasks? How about 1080i with those same settings?
Well 1024x768 with FP16 HDR no AA is the playable limit (60fps) for NV40, and that's 85% of the pixels in 1280x720. 1080p 4xAA HDR looks doomed to me.
3. Would MS have been better off dumping the eDRAM and going with 256bit memory and having a single, fast, 46GB/s memory pool?
That's prolly on the limit of being fast enough and doesn't provide any headroom for HDR or multiple render targets (whether for stencil shadowing or motion blur, etc.).
4. Was taking a 70M transistor cut in shader logic worth the eDRAM?
Basically it looks like MS loses 70M logic transistors and 256bit memory (and thus the system bandwidth) by going for eDRAM.
I believe that ATI has designed a set of balanced bandwidths - an holistic design. It may well be true that they've targetted, say, 2 million polys on a 640x480 resolution screen, hence the balance has been lost somewhat with a 720p target. But overall the design speaks of "what's the best way to use 300 million transistors", rather than "hey we've got 300 million transistors, we can increase this bit by 50%, yay!".
I think the XB360-specific API that ATI's designed-for is also a big factor. This is WGF2.0-lite. This is where GPUs are headed anyway...
Those seem like pretty big tradeoffs. I want to know the advantages!
Specifically how much "savings" the framebuffer is offering because it looks like those saving have come at the cost of logic and possibly going with a higher bandwidth memory architecture.
The EDRAM chip's internal bandwidth is very much a real-world win. Blending/filtering and z-testing all consume lots of bandwidth. You might only be consuming 32GB/s of bandwidth in sending fragment data to the ROP, but the ROP itself consumes many times that in order to perform all its duties - or it would if you let it
By keeping that bandwidth consumption away from the 22.4 GB/s of system memory bandwidth, which is primarily where texture data (or rendered texture data) lives, you've freed-up a lot of the plain texturing bandwidth, as well as the bandwidth the CPU needs.
Obviously XB360's CPU bandwidth is limited because it actually only has 10.8GB/s of read bandwidth available to it (half of Cell - which is, perhaps, a good match for the respective FLOPS ratings?...). How much do physics, AI and world geometry consume? Good question.
Jawed