Great article. Clearly MS expose their own view.
They seems to confirm my theory that next-gen system will CPU bound and Bandwith bound.
1) CPU seems to be central and next gen game will have CPU bottleneck more than anything.
They have choose CPU over GPGPU (due to the fact "that are quite a number of workloads that do not run efficiently on GPGPU") so that they created SHAPE, the up-clock , move-engine and other things.
2) Bandwith will bound and will impact the usage and efficency of the CU, ROP.
Regarding the ROP their exemple seems to imply that 32 ROP would be bottlenecked by bandwith.
They also seems to imply that X1 will have High coherent read bandwith. But I really do not know what it means.
Overall they seems to be very confident with their memory setting and seems to have choose their components amount according to the bandwith limits. The Balanced System theory.
In the end, to be fair, I liked what I have read about X1.
MOD: Removed platform comparison stuff
They seems to confirm my theory that next-gen system will CPU bound and Bandwith bound.
1) CPU seems to be central and next gen game will have CPU bottleneck more than anything.
They have choose CPU over GPGPU (due to the fact "that are quite a number of workloads that do not run efficiently on GPGPU") so that they created SHAPE, the up-clock , move-engine and other things.
2) Bandwith will bound and will impact the usage and efficency of the CU, ROP.
Regarding the ROP their exemple seems to imply that 32 ROP would be bottlenecked by bandwith.
They also seems to imply that X1 will have High coherent read bandwith. But I really do not know what it means.
Overall they seems to be very confident with their memory setting and seems to have choose their components amount according to the bandwith limits. The Balanced System theory.
In the end, to be fair, I liked what I have read about X1.
MOD: Removed platform comparison stuff