XtremeXpider
Member
Durango is fine with DDR3 because it doesn't need more bw.
Durango is fine with its DDR3 because the GPU also sees >100GB/s bandwidth to esram. The CPU sees what it needs and the GPU sees comparable BW to the GPU in PS4, even if it's trickier for developers. The rumoured system seems balanced.
Durango is fine with DDR3 because it doesn't need more bw.
I completely agree.Durango is fine with its DDR3 because the GPU also sees >100GB/s bandwidth to esram. The CPU sees what it needs and the GPU sees comparable BW to the GPU in PS4, even if it's trickier for developers. The rumoured system seems balanced.
Then they should save money and get rid of the eSRAM.
The "trickier for developers" is my greatest concern. I really hope 3rd parties make use of the ESRAM.
My understanding is that Microsfot is likely to have specific D3D 11.D functions that make it easier to make use of the Durango hardware. If they are locking developers into the API like the rumors suggest how would it be hard to program for?
I'm clueless on this but how is that different then the current xbox?Because you still need to manage two separate pools of memory.
I'm clueless on this but how is that different then the current xbox?
Durango has 8 gig GDDR5, always has. Sony matched, not the other way around.
then it shouldn't be a problem for next gen. 360 games seem just fine.Its not, but its still more annoying then having one single pool.
Its not, but its still more annoying then having one single pool.
There was basically only one thing you could do with the 360's EDRAM since the ROPs were built into it. Devs can choose how to use the ESRAM in Durango. If you want to take advantage of it being low latency (which people like to continually bring up as an advantage of the design), you have to make a choice to use it for that instead of something else, and make sure your data is in the right place at the right time, and also make sure you're not boning yourself in terms of bandwidth budgets elsewhere. It's not a Cell level headache, but it's messier than anything you have to do on PS4.
What if...
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What are you trying to say because your post lacks quite a bit of content, to make it not programmable and automated is going to lead to bad bad things.
Everything being in the same virtual memory space doesn't help you get the data you need into the low latency pool when you need it.
My understanding is that Microsfot is likely to have specific D3D 11.D functions that make it easier to make use of the Durango hardware. If they are locking developers into the API like the rumors suggest how would it be hard to program for?
Well, I think virtual memory can help for things like Partially resident textures. And things related to HSA:
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Maybe I'm wrong, but I doubt Microsoft and AMD have not implement some HSA support in Durango.
There was basically only one thing you could do with the 360's EDRAM since the ROPs were built into it. Devs can choose how to use the ESRAM in Durango. If you want to take advantage of it being low latency (which people like to continually bring up as an advantage of the design), you have to make a choice to use it for that instead of something else, and make sure your data is in the right place at the right time, and also make sure you're not boning yourself in terms of bandwidth budgets elsewhere. It's not a Cell level headache, but it's messier than anything you have to do on PS4.
No, you're conflating terms and technologies. Only reading the portion of a texture you're actually rendering doesn't require a virtualized memory space.
With page tables, address fragmentation isn't an issue, and with the
graphics rasterizer only causing a page load when something from that
exact 4k block is needed, the mip level problems and hidden texture
problems just go away. Nothing sneaky has to be done by the
application or driver, you just manage page indexes.
For instance, the method can include partitioning a texture and associated mipmaps into memory tiles, where the memory tiles are associated with a virtual memory system. The method can also include mapping a first subset of the memory tiles to respective address spaces in a physical memory system. Further, the method can include accessing the physical memory system during a rendering process of a graphics scene associated with the first subset of memory tiles
ps3 is pretty much less complicated than any console in history, ever. easily. geez, i cant imagine how much devs are going to love the x86 jaguar cores next gen alone...
There was basically only one thing you could do with the 360's EDRAM since the ROPs were built into it. Devs can choose how to use the ESRAM in Durango. If you want to take advantage of it being low latency (which people like to continually bring up as an advantage of the design), you have to make a choice to use it for that instead of something else, and make sure your data is in the right place at the right time, and also make sure you're not boning yourself in terms of bandwidth budgets elsewhere. It's not a Cell level headache, but it's messier than anything you have to do on PS4.
Carmack don't think the same.
And AMD:
But I guess I'm wrong.
What? PS3 less complicated? xD
I'm sure complication are not hardware related, it is more a documentation issue.
It doesnt require it, it might require you to format the data in a special way but other then that.
AMDs next-gen APU unifies CPU/GPU memory, should appear in Kaveri, Xbox 720, PS4
AMD even spoke, at one point, about the idea of using an embedded eDRAM chip as a cache for GPU memory essentially speaking to the Xbox Durangos expected memory structure. The following quote comes from AMDs HSA briefing/seminar:
Game developers and other 3D rendering programs have wanted to use extremely large textures for a number of years and theyve had to go through a lot of tricks to pack pieces of textures into smaller textures, or split the textures into smaller textures, because of problems with the legacy memory model Today, a whole texture has to be locked down in physical memory before the GPU is allowed to touch any part of it. If the GPU is only going to touch a small part of it, youd like to only bring those pages into physical memory and therefore be able to accommodate other large textures.
With a hUMA approach to 3D rendering, applications will be able to code much more naturally with large textures and yet not run out of physical memory, because only the real working set will be brought into physical memory.
This is broadly analogous to hardware support for the MegaTexturing technology that John Carmack debuted in Rage.
Surprise it makes it easier, doesn't mean it wasn't possible before.
Makes it easer and better I guess.
And about the esram... How do you know Durango is hard to develop or harder than PS4?
Because managing multiple pools of ram, or even really having to worry about multiple pools of ram makes a design more complex, now when a design is more complex that generally means that its harder to code for.
On the PS4 you don't really need to worry about if your eSRAM is filled up and you suddenly have next to no bandwidth for your remaining textures.
EDIT: I'm realistic. No belief in special sauce or power gremlins here.
Haven't been following the thread closely.. What does Pastebin=ban means and is the rumor reliable or bull?
Because managing multiple pools of ram, or even really having to worry about multiple pools of ram makes a design more complex, now when a design is more complex that generally means that its harder to code for.
On the PS4 you don't really need to worry about if your eSRAM is filled up and you suddenly have next to no bandwidth for your remaining textures.
EDIT: I'm realistic. No belief in special sauce or power gremlins here.
Carmack don't think the same.
And AMD:
But I guess I'm wrong.
What? PS3 less complicated? xD
I'm sure complication are not hardware related, it is more a documentation issue.
I think MS is keep a minor spec surprise close to the chest.
The special sauce is what we don't know.
Way less complicated when compared to PS2
What if...
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I can assure that at least in early 2012 MS was going with DDR3 Ram... Unless Durango is MS' Argo.
Because managing multiple pools of ram, or even really having to worry about multiple pools of ram makes a design more complex, now when a design is more complex that generally means that its harder to code for.
On the PS4 you don't really need to worry about if your eSRAM is filled up and you suddenly have next to no bandwidth for your remaining textures.
EDIT: I'm realistic. No belief in special sauce or power gremlins here.
Durango is fine with its DDR3 because the GPU also sees >100GB/s bandwidth to esram. The CPU sees what it needs and the GPU sees comparable BW to the GPU in PS4, even if it's trickier for developers. The rumoured system seems balanced.
so Vustadumas work at Blizzard and he saying that durango has 8gb gddr5 and sony matched their specs?....
isnt this a megaton?!
also if i always thinked that they was going to ddr3 and esram for latency and coherent memory...
As I said - early 2012 they were going for DDR3 RAM + ESRAM.
This is because you may be the type of gamer who doesn't game over Live frequently or doesn't have many games at all. The fact that you only are talking about exclusives clearly shows you missed the point of BC. This isn't about some silly argument of whether a game in your collection is not on the PS3. This is about every game you buy for your console.
360 hardcore gamers play games especially multi long after the game hits the stores. Last gen wasn't even close to now and the fact that you could play Halo 2 on the 360 at launch with your friends was huge for us lajnch game 360 owners
Fast forward a gen and people will still be playing the last 3 CODs, Halo, Gears,Minecraft,etc. If like last gen you can still pop your game in and play with you friends lost on the Nextbox it will be huge. Case in point 360 gamers still play GTA IV online since it launched an it still is top 20 on Live.
No one is talking about the gamer who doesn't get a Nextbox at launch. But he like millions buy GTA 4, COD; Ghosts, Destiny etc. gamers who are still catching crazy deals over Live.
Will they have incentive to buy a new console if they Lose every bit of that when they go next gen?
Does an entire collection of games bought through XBLA become vaporware unless you keep you old console sitting under the TV forever.
This may be our reality as BC may not be possible. If it is then it will be a megaton for the people who know the reasons as Gaffers who frequent this site know. But the average gamer has no clue that is going to happen.
Just look up any forum when BC is mentioned that it might not be for one console of the other, prior to be realizing that it wouldn't likely be possible on either system. The reactions are very different from now.
Its not, but its still more annoying then having one single pool.
honestly i hope they gone with hsa and low latency ...than gddr5
so Vustadumas work at Blizzard and he saying that durango has 8gb gddr5 and sony matched their specs?....
isnt this a megaton?!
also if i always thinked that they was going to ddr3 and esram for latency and coherent memory...
so Vustadumas work at Blizzard and he saying that durango has 8gb gddr5 and sony matched their specs?....
isnt this a megaton?!
also if i always thinked that they was going to ddr3 and esram for latency and coherent memory...
Why your acting like GDDR5 is 10x slower then DDR3 is, it isn't, its marginally slower.
Why your acting like GDDR5 is 10x slower then DDR3 is, it isn't, its marginally slower.
He works as a artist, not even allowed to see the hardware that has some of the worlds strict NDA's attached to it.
We know Blizzard is working on more than one console. They've hinted at that when they came out and said they're not really exclusive. The 8 gig rumor sounds like he got his info confused. Probably meant that Sony copied the amount of memory Microsoft was rumored to be going with, not the type of memory. 2 weeks.
The special sauce will be Usher xD
"ps3 is pretty much less complicated than any console in history"
He is comparing with any console, even Xbox 360 or PC.
Your thesis was that low latency ESRAM would provide performance benefits seamlessly through hUMA. This link just says thanks to hUMA the GPU can try to address data that isn't loaded into memory at all. hUMA doesn't solve the problem of making sure a particular piece of data is physically in the low latency when you want it. It just means both CPU and GPU can address any part of memory, physical or virtual, whenever they want. Making sure data is where it should be, when it should be is a problem that will have to be solved by programmers themselves, or some automating technology MS may provide, with whatever drawbacks that may entail.