tngregoire said:Can a few things be cleared up for a non-tech person like me? Fake or not, does this system utilize the vitual video memory features of DXNext? I found that to be a rather interesting feature based on the article written on this site. And can someone explain or provide real world examples of the features or beneficial affects of having the shaders being able to directly access memory, textures, ect. I mean, all this time, I just assumed GPUs were already capable of that. Also, when the system block was initially leaked, the biggest concern (coming from Democoder, I believe,) was that there wasn't enough E-Dram to support HDTV resolutions. With the statements made in this overview (720p native) is that concern still valid? Finally, there was a statement to the effect that the peak vertex rate of 500m/sec was attainable with non-trivial shaders. So, does that mean that we could see close to that high a number in game with a decent amount of effects?
Caveats
In some cases, sizes, speeds, and other details of the Xenon console have not been finalized. Values not yet finalized are identified with a “+†sign, indicating that the numbers may be larger than indicated here. At the time of this writing, the final console is many months from entering production. Based on our experience with Xbox, it’s likely that some of this information will change slightly for the final console.
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Xenon is designed for high-definition output. Included directly on the GPU die is 10+ MB of fast embedded dynamic RAM (EDRAM). A 720p frame buffer fits very nicely here. Larger frame buffers are also possible because of hardware-accelerated partitioning and predicated rendering that has little cost other than additional vertex processing. Along with the extremely fast EDRAM, the GPU also includes hardware instructions for alpha blending, z-test, and antialiasing.
10MB should be enough to support 1280x720p, you only need about 7.3MB for both color and z buffer at that resolution.tngregoire said:Can a few things be cleared up for a non-tech person like me? Fake or not, does this system utilize the vitual video memory features of DXNext? I found that to be a rather interesting feature based on the article written on this site. And can someone explain or provide real world examples of the features or beneficial affects of having the shaders being able to directly access memory, textures, ect. I mean, all this time, I just assumed GPUs were already capable of that. Also, when the system block was initially leaked, the biggest concern (coming from Democoder, I believe,) was that there wasn't enough E-Dram to support HDTV resolutions. With the statements made in this overview (720p native) is that concern still valid? Finally, there was a statement to the effect that the peak vertex rate of 500m/sec was attainable with non-trivial shaders. So, does that mean that we could see close to that high a number in game with a decent amount of effects?
Right.. However.. The origional way it was put out was that Xbox2 Chip would be based off R600 and development was not seriously underway yet. At least thats the way i understood what was being said.DaveBaumann said:More or less. My understanding at the moment on the PC front is that R520 will be their next generation SM3.0 part, but will use the R300 architectural platform as the basis. They will adopt the unified shader architecture for DirectX next in R600 and this will use what they are developing for Xenon as the basis but obviously with further developments in order to round off the DX Next specifications. Basically whatever features / functionality Xenon has will never completely come to the PC front, however the architectural platform of Xenon will be used as for DX Next (and potentially onwards) parts. I'd guess that if you used Xenon to the full you'd need a DX Next part to port it intact (graphically) across to the PC.
Development of the shader capabilities isn't really tht much of an issue, whats really being focussed on is the shader instruction scheduler - it has to get the best from a unified architecture you want as few bubbles in those ALU's as possible, so the more intelligent the scheduler is the more efficient the architecture will be.
I think there might be a few suprises in the Xbox2 CPU .991060 said:Anyone has idea on why they let GPU read directly from CPU's L2? what is it used for? It seems to me that the only explaination is CPU and GPU can co-op in some situation on the rendering work.
991060 said:Anyone has idea on why they let GPU read directly from CPU's L2? what is it used for?
GwymWeepa said:Alright, so guys, do you think this proposed xbox2 would be an impressive set-up?
2: CPU does vertex shading, leaving all of the GPU to do pixel shading. GPU reads back finished transformed meshes and then does the actual drawing. This is an evolution of scenario 1.
Megadrive1988 said:I'd hope Xenon could run a game like Unreal 3 with higher polygon count (30,000 ~ 50,000 poly models) and at 60fps. should be possible since good Xenon games will be optimized specifically for its hardware.
Megadrive1988 said:I'd hope Xenon could run a game like Unreal 3 with higher polygon count (30,000 ~ 50,000 poly models)
It seems quite memory subsystem limited to me.GwymWeepa said:Alright, so guys, do you think this proposed xbox2 would be an impressive set-up?
Wunderchu said:the Xbox Next CPU may be manufactured using a 65nm process, which should help alot with the cooling issue ...