https://majornelson.com/fpsboost/?ocid=Platform_soc_omc_xbo_tw_Photo_lrn_4.22.2
more games added to fps boost (mostly EA) BF1,4,V and SW
more games added to fps boost (mostly EA) BF1,4,V and SW
https://majornelson.com/fpsboost/?ocid=Platform_soc_omc_xbo_tw_Photo_lrn_4.22.2
more games added to fps boost (mostly EA) BF1,4,V and SW
What is the purpose to split the memory pool?
Saying dropping the resolution is a bit misleading unless it's changed.https://majornelson.com/fpsboost/?ocid=Platform_soc_omc_xbo_tw_Photo_lrn_4.22.2
more games added to fps boost (mostly EA) BF1,4,V and SW
cost reduction. To gain bandwidth you need either faster clock speed or more chips, or more bits sent per clock.What is the purpose to split the memory pool?
But wouldn't it be cheaper to keep pure 16 but with smaller speed? Like 500 GB or something.cost reduction. To gain bandwidth you need either faster clock speed or more chips, or more bits sent per clock.
If you lock clockspeed and bits sent down bus, increasing the number of chips is the only way to increase bandwidth.
10 chips = 560GB/s
8 chips = 448 GB/s
But you still require capacity, in this case 16GB is sufficient and 10GB is not.
So with 8 chips, you can do 8x2 to get 16GB
But with 10 Chips, 10x2 is much more than than 8x2, technically 16.5% more expensive I guess.
So they go 6x2 + 4x1 to get 16GB, but still maintain 560GB/s bandwidth. This might be close to the cost of 8x2, I dunno.
The idea is to compromise to obtain bandwidth and keep costs down. But it comes with some downsides on memory management on behalf the developers.
It's not a split pool, because split pools can operate independently of each other.
ie Xbox One with it's esram is a split pool of memory.
The esram was capable of supporting up to 192GB/s (simultaneous r/w)
and memory was capable of supporting up to 68GB/s (read or write, r/w is going ot be lower)
The GPU is capable of ingesting from main memory 68GB/s, while simultaneously reading and writing to esram. Giving a theoretical bandwdith of over 270 GB/s. One may look at this as ROPs doing work (r/w) on esram, while bringing in new data to process on. Or you're doing work in smaller chunks r/w to esram while streaming in new textures from main memory.
Sounds good on paper, but the limitation of esram being 32MB was likely a headache for many developers to exploit this interaction consistently.
So then you'd need a faster clockspeed on memory, or transfer more bits per clock.But wouldn't it be cheaper to keep pure 16 but with smaller speed? Like 500 GB or something.
Well, I hoped for more 60fps and 4k-patches for older games. 120Hz are nice, but how many people have a working 120Hz TV.
But wouldn't it be cheaper to keep pure 16 but with smaller speed? Like 500 GB or something.
Discussed a few times already, TL/DR summary is: It's not a split memory pool, the different speeds are to Maximize Performance and Minimize Cost.
What metric is being used to measure complexity? Amount of hardware in general, or what was exposed to the programmer?What Xbox has the most straightforward architecture? Cell aside, it feels like Playstation usually has simpler architecture each gen.
Is this the claim that was corrected a few posts ago? This seems like a mistatement and a mislabelling. The OS's primary footprint is in the 6GB region, but it's a fraction of it.Maybe that's the issue we have be seeing in some games.
Was this the choice of 320 bits versus wider? The differently handled address ranges wouldn't seem to matter electrically. The split is a matter of the capacity of the chips on the bus. The bus is not affected by the chip's capacity.The electrical engineer that actually came up with this split design explicitly explained that this was due to signal integrity issues on a wide bus in one of the Gamestack videos.
What metric is being used to measure complexity? Amount of hardware in general, or what was exposed to the programmer?
Also who is being compared in each generation?
The original Playstation had a CPU and some dedicated processors on-die, with a separate graphics chip.
The PS2 had a CPU with dedicated processors, though it included a non-standard on-die bus between the CPU and vector units as well as scratchpad memory.
In these cases, there was an element of CPU die silicon that went towards something to be programmed for geometry processing. The PS2's graphics chip had EDRAM, although the graphics elements were primarily related to pixel processing.
The PS2 also included a PS1 processing element that served in an IO capacity if not being tasked with backwards compatibility.
Much of this was exposed at a lower level and without the level of hardware management and protection common today.
The original Xbox had a variant of a commodity x86 processor, which was straightforward to program despite having a comparatively large amount of internal complexity. The GPU was a variant of a PC architecture GPU with hardware T&L.
The PS3 had a similar CPU+processing element concept, although the SPEs were tasked with more than geometry (they did rather well with the geometry tasks they were given). There was one general purpose core that could be programmed in a relatively straightforward manner, and the SPEs were architecturally distinct programming targets with an explicit and non-standard memory organization. This was paired with an unusually standard GPU, for Sony. The apparent story there is that Sony's original plan for a more exotic solution fell through.
The XBox 360 had a custom CPU, but it was a uniform set of 3 general purpose cores. The GPU was a unified architecture with an EDRAM pool.
The PS4 design is an APU that is mostly standard. The Xbox One had the ESRAM, which was a memory pool that introduced complexity, although in terms of how it was integrated into the system it was intended to be even easier to use than what was considered acceptable with the Xbox 360's EDRAM.
The current gen consoles are APUs and it's down to secondary hardware blocks and ancillary elements like IO or variations in IP or bus width to distinguish them.
Is this the claim that was corrected a few posts ago? This seems like a mistatement and a mislabelling. The OS's primary footprint is in the 6GB region, but it's a fraction of it.
Was this the choice of 320 bits versus wider? The differently handled address ranges wouldn't seem to matter electrically. The split is a matter of the capacity of the chips on the bus. The bus is not affected by the chip's capacity.
@ 4:23 mins
Was this the choice of 320 bits versus wider? The differently handled address ranges wouldn't seem to matter electrically. The split is a matter of the capacity of the chips on the bus. The bus is not affected by the chip's capacity.
I'm still unsure what exactly PS5 doesn't have apart from the minor customization that xbox had made like texture filter format.The big question going forward is whether 10 GB of really fast memory is enough for all rendering purposes going forward. I think a big part of this is going to be how easy and how robust SFS is on XBS-X (and XBS-S as well). SFS serves dual purposes in that it effectively increases memory access speeds by loading less data (only fragments of MIP levels) which in turn also reduces the memory required if you load less data. IF SFS works as advertised once developers use it, that 10 GB is unlikely to ever be a limit for any cross platform game this generation. Even without SFS, it's possible that the 10 GB wouldn't be limit as again not all memory accesses by games will saturate even the low speed memory addresses
Tile sizes are fixed in hardware PRT. I forget the amount but 64K tile size seems to come to mind. IIRC it was too large for them. If you want a custom tile size, PRT+ won't do it for you. Gains from the hardware portion of it, were loss else where down the chain to support the size of the tile if that's sort of what he was getting at.Said that the reason that PRT wasn't used much in gen 8 titles was due to speed.
The fact that studioes rolled their own texture streaming and never used hardware functionality that was common across platforms and PC meant there was other inherent issues with the hardware implementation. Think @sebbi may have mentioned flexability?