The optical drive would only be used for installing or playing a movie, so it's somewhat immaterial to usage under a game load.
your still loosing the volume of the drive that could instead be used for cooling or other components.The motherboard will be a major factor for area.
Might be tough to cram everything on the mobo into the area of a disc drive though.
your still loosing the volume of the drive that could instead be used for cooling or other components.
With heat pipes there is no reason to have a large heatsink over the APU you can have a small heat plate with a few heat pipes that go to a different side of the case kinda like the dreamcast
or like the surface design
What I'm getting at is that the secondary I/O board for Anaconda is already larger in area than the optical drive. That said, I wouldn't be surprised if they moved to a single PCB for LH (while it won't just be A+B total area since LH would have lower requirements & then elimination of overhead PCB area).We can move the SSD chips on to a stick that is suspended in the free space above the ports. In fact that SSD can be cooled better since it's no longer right under the PSU.
The freed space can be used for mobo. I.e. vrms.
I assume they'd just use the appropriate heatsink rather than making the case any bigger or smaller than is necessary & independent of the presence of an optical drive. Heatpipes/plates may or may not add to the cost of a simpler conventional heatsink.
Yes, the Surface line can get away with things that you can't with a console as it's a premium device targeting a premium price point.
Might be tough to cram everything on the mobo into the area of a disc drive though.
And if Microsoft pulls an AMD and recycles completely the second board?
"I have no idea why it was called Lockhart," Corden explained candidly. «Microsoft's codenames seem totally random at times. In the past I had this theory that the Xbox codenames were reptile names (Chuckwalla, Anaconda, etc.) but obviously there are many exceptions to the rule. It could just be random ."
"The reason the console hasn't been revealed yet, that's my opinion, is that the whole narrative around her revolves around its price, " Jez explained. «You can't really reveal it until you can discuss the price, otherwise the marketing would actually be“ this is a less powerful console. You must be able to say without a doubt what the positive point is (the price), otherwise it would not make much sense to reveal it ».
"It's hard to say what the price will be,"...
"I think most likely the most ideal scenario would be Xbox Series X for $ 499, Lockhart for $ 299,"
"I can see Lockhart cost even more, due to the plausible inclusion of an NVME disk , " reasoned Jez. «We have no idea what kind of agreement Microsoft managed to tear thanks to the wholesale orders of the components, but buying a standalone NVME disk on the shelves is not cheap. Obviously, Microsoft isn't using components that are normally bought on the shelves, and they have a lot of room for maneuver given the size of the company and its involvement in other markets, which could help keep costs down. "
"Lockhart will have a modern CPU and NVME drive, which will give it access to next-gen functionality at a lower resolution or frame rate, which is easier to scale by device,"
If it's a chip for cloud gaming it could make sense. But if it's really a 4TF home console while MS is currently busy convincing the world how much nothing is more important than teraflops... well... it becomes more of a marketing issue. If it's a cloud chip, nobody have to know about it's specs, since nobody is really buying it.
I've never got how Lockhart for cloud gaming make sense.
But will the DSP perform audio ray tracing? Note that I'm talking about Steam Audio's use of Radeon Rays for offline processing, not TrueAudio Next (which has no audio ray tracing). The fact that Valve hasn't even considered the possibility of using Radeon Rays for real-time audio says something about its compute requirements (note that at the date of that Valve post we already had GPUs with >25 TFLOPs FP16 in the market).@ToTTenTranz Audio ray tracing will not be a huge gpu demand. Steam audio uses general compute to calculate convolution reverb, but this is unlikely to be the case on xbox. They have a DSP for audio.
But will the DSP perform audio ray tracing? Note that I'm talking about Steam Audio's use of Radeon Rays for offline processing, not TrueAudio Next (which has no audio ray tracing). The fact that Valve hasn't even considered the possibility of using Radeon Rays for real-time audio says something about its compute requirements (note that at the date of that Valve post we already had GPUs with >25 TFLOPs FP16 in the market).
I think at least in the PS5 it's been confirmed that the audio ray tracing is coming from the same ray tracing units that are used for graphics, and they still resort to CU throughput. Tempest isn't doing any ray tracing AFAIK. So at least in the case of the PS5 the ray traced audio is consuming compute throughput out of the GPU.