We don't know a single implementation of color compression of fp render targets at this time. Color and Z-buffer compression scheme, as we know them from current hardware, don't save memory , just bandwith. With edram one has potentially tons of bandwith to spare.Inane_Dork said:Factor in how much color and depth compression ATi can do with 4x MSAA and one-quarter of the screen is about the worst case scenario.
Cause a block of eDRAM is just that, dram! that's not a cache, they act differently. Do current GPUs have in the general case cache problems (low cache hits ratio)? If that's not the case I can't see why the hw need a huge pool of embedded dram to act like a cache, GPUs already have caches, and probably their size and policy is designed according the GPU architecture and needs. That's why I believe edram will be used to store a portion of the render targets. eDRAM will guarantee all the bandwith needed for <free> MSAA, maybe even on fp16 render targets.Or look at it this way. Cards already have caches for the depth buffer. That must make most to all cases faster. Why would adding eDRAM slow it down?
ciao,
Marco