GPU and bandwidth?Anyone can explain why the gap is so large in some Frostbite game ? GPU/Bandwidth bound ? Async compute ?
Anyone can explain why the gap is so large in some Frostbite game ? GPU/Bandwidth bound ? Async compute ?
Anyone can explain why the gap is so large in some Frostbite game ? GPU/Bandwidth bound ? Async compute ?
This topic should be old enough, so most in this forum should know, that 192GB/s is the calculated peak of the esram. It can't be 204GB/s because not every cycle could be used in both directions (MS was honest enough to give these numbers). The 140-150GB/s were reached in some scenarios my game code (according ton an interview with someone from MS). Just like GDDR5 oder DDR3 memory, you only give the peak-bandwidth that is theoretically reachable, the theoretical limit of the esram is 192GB/s ... maybe some GB/s more, because I think this was the value before the small upclock to 853MHz.192GB/s ? Where did you get that number ? I think the max for eSRAM is around 140-150GB/s and only in some situations.
The above Chart is incorrect! Xbox One eSRAM maximum theoretical speed is 204 GB/s. But that number is irrelevant since real life numbers stated by Microsoft point to real life values of something between 140-150 GB/s. Not much different from PS4!
I think anandtech is using the second metric for ESRAM b/w.the actual theoretical bandwidth ends up being about 204GB per second or 102GB per second in either direction
Even with the esram performance debate as the gpu is only pushing 50% of the pixels is that half the total bandwidth or are there big hogs whuch might pull usage closer.
Could the async compute queues be causing the difference, we know the ps4 bf4 release was already using this, ps4 has more queue granularity as well as the volatile bit?
Performance is ROP bound and they can't go larger than 720p anyway due to their g-buffer format exceeding ESRAM size.Anyone can explain why the gap is so large in some Frostbite game ? GPU/Bandwidth bound ? Async compute ?
Directly from the article you posted
I think anandtech is using the second metric for ESRAM b/w.
this is correct, but it's worth noting that attempting to do read & write simultaneously for most memory is results in huge bandwidth loss. Where we don't see such an effect for esram. Why it matters could be as simple as writing x = f(x); Which is essentially reading and writing values back over the target. As I understand it with esram, there is a hard limit writing back to the same read/write memory location because it's using the same memory block, so I think that's why we're seeing 140/150 GB/s. IIRC there are 4x blocks of 8MB sram. If for some reason you were reading from 1 memory block and writing to another, that's when you'd be able to push to 192/204 GB/s.Yes. But why only speak in reads or writes when they both can be done at once? Unfortunatly not exactly at double speed since real life values on those cases, and in specific operarions, stay in the 140 to 150 GB/s range.
pretty sure this is incorrect considering that Frostbite games have gone to 900p on XBO. I think NFS Rivals (the one released in 2013/2014) uses FB3 and thats running 1080p. Both consoles ran that game 1080p@ 30FPS. We could quip about how PS4 wasn't pushed thus parity etc, but that's not what I'm debating here.they can't go larger than 720p anyway due to their g-buffer format exceeding ESRAM size.
this is correct, but it's worth noting that attempting to do read & write simultaneously for most memory is results in huge bandwidth loss. Where we don't see such an effect for esram. Why it matters could be as simple as writing x = f(x); Which is essentially reading and writing values back over the target. As I understand it with esram, there is a hard limit writing back to the same read/write memory location because it's using the same memory block, so I think that's why we're seeing 140/150 GB/s. IIRC there are 4x blocks of 8MB sram. If for some reason you were reading from 1 memory block and writing to another, that's when you'd be able to push to 192/204 GB/s.
I'm not sure if that's exactly sure how often that would ever be a situation. I would love to know how things change over time when it comes to esram usage in xbox, since it's an interesting development story to read about how engineers develop with/around esram. Fingers crossed there is some breakthrough to read about in the future.
Wouldn't be so sure about the GBuffer layout, they have switched to PBR recently, so GBuffer layout possibly has changed toopretty sure this is incorrect considering that Frostbite games have gone to 900p on XBO. I think NFS Rivals (the one released in 2013/2014) uses FB3 and thats running 1080p. Both consoles ran that game 1080p@ 30FPS. We could quip about how PS4 wasn't pushed thus parity etc, but that's not what I'm debating here.There are bottlenecks on xbox one, but not necessarily all of them point towards esram available space and or bandwidth.
Isn't alpha blend reading and writing back to the same location ?As far as we know the limit is ~145 GB/s only during alpha blend operations. Those being Microsoft numbers.
If they had reached 200 GB/s in a real scenario they would have probably told us.
Sorry I don't understand. Is there something about PBR that would change the Buffer size ?Wouldn't be so sure about the GBuffer layout, they have switched to PBR recently, so GBuffer layout possibly has changed too
Depends. Could read one buffer and write to another.Isn't alpha blend reading and writing back to the same location ?
May have different channels and channel formats. Probably can't be assumed the GBuffer is the same format, though it might be.Sorry I don't understand. Is there something about PBR that would change the Buffer size ?