Wll Iris Pro is 852 GFLOPS, which is ~2/3 as XOne GPU. Seems as much in XOne class as XOne is in PS4's then.
I just mean I dont see the 128MB of L4 cache in Iris Pro making it somehow perform like a 1.5GFLOP GPU. Or even any above it's weight really, other than bandwidth.
I guess if the goal is just ultimate ease of use maybe cache is the way to go. But would I be wrong in thinking manual control is the best way to chase performance, which is what you really want in a console that's under fixed specs for 6 years?
But I'm out of my knowledge league here. Just my ill informed ideas from 10,000 feet.
I would avoid based completely the difference on FLOPS counts, last Nvidia GPU shows that FLOPs tell a very limited part of the story.
Not that I expect iris pro to punch above its weight but I'm not sure that its perform as it does because of FLOPS count or bandwidth.
Usually Intel GPU do terrible with AA, I suspect other issues holding performances like sucky ROPS or fixed function hardware.
If the question is about esram vs edram I think MSFT's answer is pretty clear they had no choice because of costs and available tech.
It costs Crystalwell cost INtel "peanuts" and they sell it with huge margins. Now for anybody else I could see those 80mm2 of silicon on a pretty advanced lithography cost a lot of money.
Then could have AMD done something worthy out of it leaving price alone for a second? I wonder, they have yet to fix their L3 on their main line CPU, the "unification" of the memory subsystem in their APU should come with their next round of products, etc.
My pov is that the core i7 4770r is a better chip than durango or Liverpool overall, the CPU perfs are not in the same ballpark, power consumption is better, it is still not a decent gaming rig and the price sucks wrt to the gaming perfs it provides.
Intel solution is great but for others actors I wonder if GDDR5 is a better bet, as the cost of EDRAM and R&D associated with CW might very well cover the extra pennies.
Microsoft solution, aka using esram, could be a good one though I wonder about the implementation. Say Devs gets their head wrapped around the limitation of the esram wrt to size we are still looking at
something that is some regards performs as 16 ROPs GPU stuck to GDDR5 through a 128 bit bus though with lot more RAM. I think it will be a while before the 2GB of RAM of cards like the R7 260x and GTx 750i turns into a severe limitation.
I guess it's going to work yet the whole thing looks costly: lots of silicon dedicated to esram, 256bit bus to the main ram, fast DDR3.
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Overall I wonder if actually the issue is not esram vs edram but UMA vs NUMA design.
The inner of AMD's APU still seems a bit messy too me, even Sony stated that the bandwidth available to the GPU dropped significantly when the CPU accessed the RAM (iirc and I don't know to which extend it affect perfs in real world usage /over my head).
Was UMA ready for prime,especially for MSFT for which an all GDDR5 system was out of the picture?
Looking at the perfs of low mid range GPUs fare against this generation of console
s, I wonder if
NUMA would have turned into such an issue.
I think of something like this:
6/8 GB of DDR3 on a 128 bit bus, cheap and standard/cheap one 1600.
1/2 GB of fast GDDR5 on a 128 bit bus.
a single chip but the CPU and GPU are connected through a fast on chip PCI express type of link, a "discrete GPU on chip" type of set-up more than a "not that ready for prime heterogeneous processor wannabee".
The chip would have been a lot tinier, and cheaper. Depending on the memory set-up selected they may also have saved on the memory price. DDR3 2133 still come at a nice premium over its vanilla 1600 ancestor.
If they were willing to cut corners, 1GB could have done at the cost of enforcing the use of virtual texturing /tile resources (may be not a great idea).
It may also have save quite some R&D expenses.