But we know the EDRAM isn't that big...
We don't know anything except that it exists. The functionality is just repeated speculation.
32MB is a lot larger than the 10MB in the XBox 360 when considering ports that are the same resolution. And you benefit on bandwidth not just from real textures but render to texture, where you don't increase the capacity requirements, don't have to resolve the back buffer, and don't have to read it back in.
Then the answer is that no, we do not know that it's one block of EDRAM. Can someone link to where it's described as 32MB in the first place?
But we know the EDRAM isn't that big...
If you believe the xbox rumors in the other thread it's the same size as the embedded memory (whether it's esram or edram) on that one.
Yes, I've already outlined how it could be used as a texture cache, similar to PS2's EDRAM - the scene is probably rendered in relatively small batches, like ground, static objects, dynamic objects, foliage, characters etc. so setting up each of these batches could also mean clearing the EDRAM and loading completely new textures, many many times during the rendering of each frame.
There might be some room to play with shadow buffers too, although some games would prefer to use large cascaded shadow maps which can eat a LOT of memory and that can't be freed up during most of the frame.
So in effect it could be somewhere between ~8 and ~22 MBs... not sure if that's enough.
Yeah but the next Xbox won't have a 12GB/sec bus to the main memory either, so it does not have to try to cache textures into the EDRAM, it can use it for frame buffers, G-buffers, shadow buffers and such only.
I also believe that it will have a LOT of bandwidth.
Whereas the Wii U may need to rely on the EDRAM just to keep up with the current Xbox. Not to mention how much extra programming and data reorganizing such a texture caching system would probably require, if it can be implemented at all.
In this case that 32 MB would have to be compared with both the 10MB EDRAM and the 512MB main memory of the X360, and that's why it would be relatively small.
So the two cannot be compared at all.
You believe that 32MB of embedded xbox memory has a lot of bandwidth but 32MB of embedded wii memory doesn't? Why?
As for the bandwidth, as others have already indicated it is very likely that alpha blended effects are bottlenecked by it, and also the connection to the GPU die can't be that wide.
Xbox360 overcomes this issue by moving parts of the GPU - the ROPs - to the EDRAM die, so that a very wide bus can be created within that single die.
It is reasonable to assume that the next Xbox will continue to use this approach. As for the Wii U, we don't have enough information to be certain - but again, real world performance characteristics suggest that the bus isn't wide.
As far as I know Trine 2 runs at 1080
He was referring to the 360 wrt the edram die.
The 360 edram provides 256GB/s. The bandwidth between the dies is 32GB/s.The 360 EDRAM only provides 32GB/s of bandwidth
The 360 edram provides 256GB/s. The bandwidth between the dies is 32GB/s.
Are you sure it isn't 256 Gbit/s, which would be 32 GByte/s? If it's really 256 GByte/s then isn't that an extreme amount of overkill for the pixel pushing power? You won't see that a total total bandwidth like that on any of the new consoles, and they are showing up 6-8 years later.