If the render targets get so large that they don't fit the eSRAM anymore, it could become a performance issue.You can read and write from/into both ESRAM and DDR3, so no issue.
If the render targets get so large that they don't fit the eSRAM anymore, it could become a performance issue.You can read and write from/into both ESRAM and DDR3, so no issue.
Could deferred renderers be a problem for XB1 , considering the relative small amount of esram or it is a non issue ?
Yeah, but I guess they had to make a lot of compromises to make it fit. It's not just the increased resolution, I guess some devs would like to use more bytes per pixel in their g-buffer.Plenty of deferred renderers work on the X360's 10MB EDRAM. Crysis 2-3, Battlefield 3, Trials 1-2 and so on.
Even if you double the resolution there's still proportionally more space to use so it shouldn't be a problem at all.
Yeah, but I guess they had to make a lot of compromises to make it fit. It's not just the increased resolution, I guess some devs would like to use more bytes per pixel in their g-buffer.
The engineers were pretty clear and honest again, on top of possible lower resolution I expect lots more "tricks" on the xb1 like calculations done at lower precision.Yeah, but I guess they had to make a lot of compromises to make it fit. It's not just the increased resolution, I guess some devs would like to use more bytes per pixel in their g-buffer.
Plenty of deferred renderers work on the X360's 10MB EDRAM. Crysis 2-3, Battlefield 3, Trials 1-2 and so on.
Even if you double the resolution there's still proportionally more space to use so it shouldn't be a problem at all.
Speaking of render targets, there was a slide in Shadow fall post mortem that talked about GPU memory allocations, and the render targets weighed at 800MB. That's more than current gen total ram, I don't know what to make of that number, can anybody explain why it would be so high? I'm guessing they keep and re-use quite a bit of rendered elements.
http://www.slideshare.net/guerrillagames/killzone-shadow-fall-demo-postmortem
Slide #9
Shadow maps, cube maps, lightmaps, and all kinda of intermediary buffers in multipass rendering.
what would the information in these slides mean if they had to work within the constraints of a 32MB Esram?
Killzone is a PlayStation exclusive...
You don't say.
Well. What he's implying with this comment is, that if this game wasn't a PS4 exclusive, it wouldn't have been designed like this in the first place.
Plenty of deferred renderers work on the X360's 10MB EDRAM. Crysis 2-3, Battlefield 3, Trials 1-2 and so on.
Even if you double the resolution there's still proportionally more space to use so it shouldn't be a problem at all.
I hate to point out the obvious, but if you double the resolution, you quadruple the memory use, though 720P to 1080P is roughly 2x.
I hate to point out that it's exactly what he meant by double the resolution. 2x the pixels.
Speaking of render targets, there was a slide in Shadow fall post mortem that talked about GPU memory allocations, and the render targets weighed at 800MB. That's more than current gen total ram, I don't know what to make of that number, can anybody explain why it would be so high? I'm guessing they keep and re-use quite a bit of rendered elements.
http://www.slideshare.net/guerrillagames/killzone-shadow-fall-demo-postmortem
Slide #9