The framebuffer in Durango is recommended by MS to lie on DDR3.
Right. Doesn't this have implications for how the ESRAM is used?
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The framebuffer in Durango is recommended by MS to lie on DDR3.
Right. Doesn't this have implications for how the ESRAM is used?
Yes, which suggests to me the same bus structure as the eSRAM (identical BW). Write is going to be less than read as you combine multiple buffer samples to single textures.Interestingly enough the max read bandwidth is 170GB/s, the max write bandwidth for the GPU is 102GB/s.
Yes, which suggests to me the same bus structure as the eSRAM (identical BW). Write is going to be less than read as you combine multiple buffer samples to single textures.
I'm confused why they talk about CPU latencies but not GPU latencies though. That's supposed to be the whole point to using SRAM over eDRAM, yet there's no word on the GPU RAM latency advantage.
Don't get me wrong the primary purpose of the fast memory pool is to increase the overall bandwidth they had to add a fast pool the moment they decided on DDR3. Having said that they selected a low latency solution because they saw value in it.
Yes GPU's have caches, they question becomes how effective they are. It's hard to quantify without running a lot of tests on a lot of existing titles.
The system supports rendering to either memory pool, I suspect any real renderer would render to both inside a frame, there is the issue of how much data copying you end up doing, the DME's are there for a reason, but it all eats bandwidth.
PRT's make it feasible to know pretty much exactly what parts of what textures were actually used in the last frame, but you still have to use that knowledge effectively.
As I've said before the split memory/Bandwidth/ROP count would still be the things that concern me most in the design, but I wouldn't judge anything without actually using it.
My guess is the quantity of memory was important early in the design which dictated DDR3, which dictated the fast memory pool, statistical data and manufacturing complexity probably indicated using SRAM instead of eDRAM.
Sony matching the 8GB is a big deal IMO.
But why is it being read from the DMEs section? Shouldn't it be in the gpu itself?
Don't get me wrong the primary purpose of the fast memory pool is to increase the overall bandwidth they had to add a fast pool the moment they decided on DDR3. Having said that they selected a low latency solution because they saw value in it.
Yes GPU's have caches, they question becomes how effective they are. It's hard to quantify without running a lot of tests on a lot of existing titles.
The system supports rendering to either memory pool, I suspect any real renderer would render to both inside a frame, there is the issue of how much data copying you end up doing, the DME's are there for a reason, but it all eats bandwidth.
PRT's make it feasible to know pretty much exactly what parts of what textures were actually used in the last frame, but you still have to use that knowledge effectively.
As I've said before the split memory/Bandwidth/ROP count would still be the things that concern me most in the design, but I wouldn't judge anything without actually using it.
My guess is the quantity of memory was important early in the design which dictated DDR3, which dictated the fast memory pool, statistical data and manufacturing complexity probably indicated using SRAM instead of eDRAM.
Sony matching the 8GB is a big deal IMO.
My guess is the quantity of memory was important early in the design which dictated DDR3, which dictated the fast memory pool, statistical data and manufacturing complexity probably indicated using SRAM instead of eDRAM.
I hope you can help me answer this, how is the 16ROP going to be a problem? From what I gather, at 12.8 Gpixel it has more than enough fillrate for a 1080p image. So what benefit would having more ROP serve in this case? Sorry if it should be obvious.
Looks like the max bandwidth when combining esram and dram is 136.4 GBs and not 170.
it you copy from one but to another you use the slowest pipes peak bandwidth on both buses.