Panajev2001a said:
Deep color depth ? 24-32 bits are not too deep for the back-buffer.
Yes I know, that's why I said
DEEP COLOR DEPTH man because that's what I meant.
At 128 bits per pixel almost the entire 5MB space alotted by DMGA is filled by a 640 screenbuffer. Forget about AA, forget about HDTV resolutions.
I don't expect XB2 to make do with just 32bpp, and I don't expect it to rely on 64bpp exclusively (after all, Nvidia's not making the GPU this time 'round!
). It'll need deep color back buffer(s), that much is clear.
But I won't as I know you were trying to "burn" the good ol' Panajev.
Burn? I just pointed out the fact that floating-point buffers do an even lousier job of fitting in DMGAs silly-sized on-chip memory. I don't see how you interpret that as trying to "burn" you, if you always see people pointing out an omission of yours as them trying to "burn" you, I bet you're considered a bit of a cranky guy by your friends.
Take it easy, alright?
I am not against doing what ATI might do and put a minimum frame-buffer and Z-buffer in e-DRAM.
They may or they may not, but I'm willing to wager if they do it'll be considerably larger than 5MB.
I wonder however, would a console manufacturer be willing to sacrifice multipass rendering for AA that does not require screen buffers X times larger than the degree of AA used?
The GPU could filter the AA samples on-chip before writing them to the buffer, however that would screw with multipass rendering of course... With DX9+, maybe you wouldn't need that as much anymore? It would save quite a bit of memory, maybe it is a valid trade-off. At least as an option for games that won't multipass and need all the memory they can get.
Then again, if we're not gonna multipass we might as well write straight 8bpp buffers anyway so in that case 5MB would be sufficient after all.
This is a lot of ifs however, so the chance of this happening seem almost nil to me.
That is the requirement for 720p with back-buffer ( to which you render ) and Z-buffer stored in the e-DRAM and being 24 bits each.
So color at 8 bits per channel and no alpha at all? Yay, that'll drum up enthusiasm for XB2 amongst developers alright...
*G*