that could explain some loading advantages the Xbox One has had in (some) multiplatform games!
Does it explain the even more games that load slower? XB1 is known for long load times and long install times.
that could explain some loading advantages the Xbox One has had in (some) multiplatform games!
Forward+ rendering with a tile distribution size optimized to the ESRAM size!
http://www.dualshockers.com/2014/08...-display-thousand-of-dynamic-lights-and-more/
Seems that Forward+ is starting to be implemented in next gen titles. Would be interesting to know more about who they are utilising the ESRAM in conjunction with F+.
So, I get that deferred shading basically provides efficiency in that you'll only shade fragments that are visible. So, what exactly is forward plus? I can't find a lot of info, but it seems like a 3-stage tiled-renderer that uses compute shaders to generate light lists for each tile. I'm not sure how that avoids that shading inefficiency of a forward renderer.
Did you suggest that would be a way forward for ESRAM because ESRAM would be a good match for a tile-based renderer and compute shaders without having a fat g-buffer?
I have a question about tiling. If tiling helps to fit the whole buffer into tinier memory, wouldnt that technique also benefit any kind of situation regardless if the hardware has an EDRAM/ESRAM memory footprint or not like the PS4?
Found a whole thread for Forward+ vs deferred here for you on B3D:
http://beyond3d.com/showthread.php?t=65195
You're still in NHL shock. Give it a couple of days.Perfect. Not sure why I didn't think of searching for it. I'm dumb.
I made a similar point before, specific to Forward+; in general most optimizations will be beneficial to both platforms, but probably at worst neutral for PS4. In this instance optimizing the tiling for ESRAM and keeping as many operations local as possible will help to utilize the overall available bandwidth.I believe the answer is yes, and sebbbi has made mention that optimizing for X1 would increase the performance on the other two platforms.
Josh Mosqueira, lead designer of Diablo III: Reaper of Souls - Ultimate Evil Edition console, told us in an interview that 10 percent of GPU released by Microsoft after deciding that Kinect was not mandatory for developers is not enough to achieve 1080p in games, and Diablo 3 running at 1080p is due to better development kits.
The resolution
As explained, that extra 10 percent of GPU does not usually make a difference in reaching such resolution, but the new SDK tools have been greatly improved, avoiding bottlenecks and other problems they had to face before.
Mosqueira states that both Sony and Microsoft have helped them a lot, and thanks to this Diablo III: Reaper of Souls - Evil Ultimate Edition Xbox One receive a patch release that will allow you to run 1080p.
Good news for the Xbox One. Josh Mosqueira, lead designer of Diablo 3 said that the 1080p resolution was achieved using the new SDK tools, which are a lot better than they were, not because of dropping Kinect and the 10% system resources reservation.
In fact the that extra 10% resources didn't make a difference for them.
I made a similar point before, specific to Forward+; in general most optimizations will be beneficial to both platforms, but probably at worst neutral for PS4. In this instance optimizing the tiling for ESRAM and keeping as many operations local as possible will help to utilize the overall available bandwidth.
Well, I suppose the simplest answer would be that Diablo's bottlenecks were different than Destiny's (possibly CPU-bound or ESRAM-related).How does it it make a difference in Destiny, but not in Diablo 3? They simply chose not to use it? Maybe didn't have time or the will to use it?
Well, I suppose the simplest answer would be that Diablo's bottlenecks were different than Destiny's (possibly CPU-bound or ESRAM-related).
Or it could just be bullshit PR from a non-software engineer.
Questions.
How does it it make a difference in Destiny, but not in Diablo 3? They simply chose not to use it? Maybe didn't have time or the will to use it?
Also is MS not getting the new SDK tools to ALL developers in a timely matter?
Just curious.
Global Illumination via Forward+ has already been implemented in-game in Dirt Showdown, and is available in a couple of subsequent Codemasters titles that use the same, or subsequent, version of the engine (i.e. Grid 2, IIRC)Dave
Can Dynamic GI be done on tiled based renderers Forward or Deferred?
Dave
Can Dynamic GI be done on tiled based renderers Forward or Deferred?
Most definitions of "GI" require at least one bounce.So I'm under the impression that Dynamic GI has to have at least 1 bounce but I'm feeling that I'm wrong on that definition given both your answers.
One step further, the important thing is to generate the same look as bounced light. If a technique is found that can achieve that without having to perform an actual light bounce, it'd still count as GI.Most definitions of "GI" require at least one bounce.