I can't say so sorry I had to phone this answer in , perhaps in the future we can revamp this conversation and add a lot of new topics to featurewhat's project griffin?
what's project griffin?
what's project griffin?
Just let me install this Project Quagmire for Kinect for youObvious Tie-In with Family Guy.
Due to the way the Prophet formulated the phrase, it's improbable that's the os.If we focus on the thematic element of combining the best qualities of two items, I am going to make wild guess with my broadest hopes that Griffin is a Xbox Game OS for Windows 10 PC hardware. Or it's a Win OS for Xbox Series X hardware.
Due to the way the Prophet formulated the phrase, it's improbable that's the os.
And when he wrote it, he was touching his nose with the left thumb, so the options are Microsoft golf 2021 or something linked to Gear.
Nice, he really is talented.
MS has a partial solution that's different. At first I thought it was virtual texturing in hardware, but your post describes it as selective MIP-loading which is different. Virtual texturing allows a small fraction of a whole texture, maybe a 64th, to require loading in order to draw the part of the texture onto the visible geometry. MS's solution loads the entire texture but of a smaller MIP level if the largest isn't needed (most of the time), and has the whole texture in RAM to draw the small part of the texture that's actually needed, but it doesn't load the texture in its full resolution and uses a lower MIP level.
With a 4096x4096 texture of a building at moderate range where a small part of it is visible, virtual texturing may load a 128x128 tile whereas MS's solution would load the 1024x1024 MIP-level and draw part of that texture.
It's a solution that sits halfway between loading the whole texture and virtual texturing loading a single tile within the texture. I also would guess it doubles the texture sizes on disk as you'd need the MIP texture to be prebaked whereas typically I think these are derived from the source texture when loaded and kept in RAM.
It goes beyond that. MS's solution has the capability to load only part of a texture. IE - they can load only a fragment of a MIP level rather than the entire asset. So there is savings not only on distant objects but on objects that are close as well.
This should lend itself well to virtual texturing.
Regards,
SB
My first result using google
https://www.gov.uk/government/publications/project-griffin/project-griffin
" Project Griffin is the national counter terrorism awareness initiative for business produced by NaCTSO to protect our cities and communities from .."
lol
Well, using my googlefu
Could it be this?
project griffin??
Escaping the Build Trap: How Effective Product Management Creates Real Value
By Melissa Perri
An excerpt from the book
This project griffin was a Netflix project when they wanted to build an streaming device, that was canned.
@eastmen Are you referring to the streaming stick that was coming last gen, and canned, is still alive, revamped for Xcloud, etc??
ps yes i´m bored
@3dilettante
Just wondering what your thoughts are on the architecture makeup for Xbox Series X?
And aside from some customizations, I expect PS5 to look like this exactly, with 1 dual compute redundancy per shader engine. Going from 20 dual compute units to 18 dual compute units in total.
The 64 bit memory controller, there are 2 that feed each shader engine, and each respectively serve 1 shader array each. So right now it's pairing 64 bit memory bus with 5 dual compute units. For PS5 one will be 5 and the other will be 4 I suspect.
There are going to be 1 fixed function sections per shader array.
64*4 is exactly the 256 bit bus tied to memory.
With a 320 bit bus, what the heck does XSX actually look like?
will it be a 80 bit bus feeding 7 dual compute units per shader array?
or does the 64bit memory controller sort of mess things up? and they have to make a 1/2 shader engine for another 64 bit memory controller?
wrt the 5500XT, It is 1 Shader Engine, with 6 Dual Compute Units per Shader Array. I'm not sure if that helps, it looks like you can increase the number of CUs per shader array, but the 64 bit bus per shader array stayed in this case, but it's only got 128bit bus to memory overall. This makes sense.
So 320?
Dreamcast 2 confirmed.No read my other post
Also something big is coming the end of Summer begging of fall and something else in time for the holidays that is not Xbox Series X