specialguy
Banned
On another note, 13 days!
It seems so close now...
It seems so close now...
Durango will not have USB bottleneck to Kinect2 as Kinect1 had..
Which forum did you copy and paste this from?can someone tell me if this is true?
"But this can be applied in PS Orbis? Basically to implement virtual memory management it is not necessary that there are two levels of memory, taking the top sufficient storage capacity for the image (color, depth, and stencil) buffers and textures needed for the scene and there is a lower level. For PS Orbis the caches of the GPU do not have enough storage capacity for this and the GDDR5 is a single level of memory for all of the GPU. Obviously the ESRAM and all the mechanism implementation costs in the space that is a sacrifice in terms of computation capability. But the biggest advantage comes from the fact that this allows access to large amounts of memory per frame without having to rely on huge band widths from expensive high-wattage as the GDDR5 memory. The reason why Xbox 8/Durango uses GDDR5 is not by the fact that then the thing would be completely redundant, the GDDR5 exists on the GPUs of face to avoid the Texture Trashing by the use of a higher bandwidth, the use of virtual memory on the GPU and Virtual Texturing are another solution to the same problem that both come into conflict within a system."
coz this would be the answer coz they go with ddr3+esram+move engines
Interesting. Is it using USB 3.0 or a proprietary high-speed bus?
Which forum did you copy and paste this from?
Rumours pointed to it being proprietary. Should mean less lag.
So that gives Durango a leg up over Sony then if the processing for Kinect is done by the Kinect itself, presumably freeing up cores for other system tasks.
Well, a cost difference of $60 would cost them £600,000,000 for the first 10 million PS4 console sales alone, and a good few billion dollars over the lifecycle. We'll have to just wait and see whether that advantage was really that commercially valuable, in comparison to Durango's USPs (Kinect, DVR features etc). These cost differences don't seem much when we're talking about an individual unit, but when you extrapolate it to the volumes, you can see why every penny counts.
Rumours (even more rumours!) about the sound chip indicated that it might have been doing quite a bit of the Kinect legwork too.
That aside, (as with 360) Kinect will only require processing when it's actually being used. So for multiplatform games, Kinect won't make any difference. There is no leg up over Sony here, unless we're talking Kinect vs Move games.
Which forum did you copy and paste this from?
Rumours pointed to it being proprietary. Should mean less lag.
So that gives Durango a leg up over Sony then if the processing for Kinect is done by the Kinect itself, presumably freeing up cores for other system tasks.
I don't disagree, but I don't think MS's decision to go with 8GB RAM is as removed from choices about developer wants as you seem to imply. Seems equally as plausible that they canvassed developers very early, who told them that they wanted a lot of RAM, so they decided very early on that they would go with DDR3 because it was the only way they could guarantee it.You're not making an argument here. It's "fishy" but you don't understand any of the technical, economic or market reasons for any of the decisions? You are seeing contradictions where none exist. Each company did what they did because it gave what they hoped would be their best chance for success. For Sony that meant pleasing devs (and hardcore gamers) with the friendliest and most powerful design they could afford. For MS that meant ensuring costs were under control in the long term, while making sure they had the resources to accomplish their multimedia aspirations. Both had budgets, vague ideas of what tech would be available when, and targets for when they needed to ship a system. There's nothing fishy about that.
A proprietary bus doesn't tell us much about where the processing is done. Though I would think a high speed bus would actually more imply that the processing is done system side rather than Kinect side (i.e. passing back all the raw data to Durango for processing => good bandwidth requirement). PS4's cam using a proprietary connection and I'm pretty sure related processing is done PS4 side too.
I don't disagree, but I don't think MS's decision to go with 8GB RAM is as removed from choices about developer wants as you seem to imply. Seems equally as plausible that they canvassed developers very early, who told them that they wanted a lot of RAM, so they decided very early on that they would go with DDR3 because it was the only way they could guarantee it.
I mean, if you buy into the idea, as I do, that PS4 and Xbox 3 have very similar multimedia aspirations, there's no reason to assume that MS would have originally planned to have twice (or even four times) as much RAM for those functions. Seems to me far more likely that it would be something developers requested.
Also apologies if you've already answered this point, but you seem to be making a lot of hay over the fact that Durango is a headache to develop for, but it looks to me just like a souped up 360 architecture. There's a main memory pool and EDRAM just like on 360; only now you don't have to put the framebuffer in the EDRAM if you don't want to (seems to me rather a moot point though, I can't imagine a developer would want to put anything else there). That hardly looks like a headache, and heading out of a generation with exactly the same system architecture in 360, I can't imagine developers complaining about it in the same way they did the PS3.
so no one can answer?![]()
Realistically though, I think the latency is a red herring. Much like how everybody went on about tiling on the 360 for 'free' AA, most developers will forgoe the extra effort and just dump the framebuffer there.Well, I mostly keep bringing it up because many in these threads like to repeatedly claim Durango's ESRAM gives it some major latency benefit compared to PS4. If you do the simple thing like you suggest, that advantage doesn't present at all. If you do want to exploit a potential latency advantage you have to jump through all sorts of hoops to make it happen, creating a big headache for yourself. So basically every time someone pops into a thread like this to claim the ESRAM was chosen for latency benefits and not just to provide the needed framebuffer bandwidth, I like to point out the ramifications of that claim.
So that gives Durango a leg up over Sony then if the processing for Kinect is done by the Kinect itself, presumably freeing up cores for other system tasks.
That aside, (as with 360) Kinect will only require processing when it's actually being used. So for multiplatform games, Kinect won't make any difference. There is no leg up over Sony here, unless we're talking Kinect vs Move games.
Oh, sure. I'd lump keeping the RAM happy devs under the heading of multimedia aspirations, though. When I say that I mean it in the literal sense of multiple medias including games, video, television, musics, etc.
Well, I mostly keep bringing it up because many in these threads like to repeatedly claim Durango's ESRAM gives it some major latency benefit compared to PS4. If you do the simple thing like you suggest, that advantage doesn't present at all. If you do want to exploit a potential latency advantage you have to jump through all sorts of hoops to make it happen, creating a big headache for yourself. So basically every time someone pops into a thread like this to claim the ESRAM was chosen for latency benefits and not just to provide the needed framebuffer bandwidth, I like to point out the ramifications of that claim.
It's hard to parse what that quote is trying to argue. It seems like he's basically saying DDR3+ESRAM was a cheaper solution than GDDR5 without too great a performance penalty. That much is true. If he's claiming that virtual texturing solutions are uniquely beneficial to Durango, that's less true, if only because the PS4 isn't dealing with the kinds of drawbacks virtual textures help work around in the case of Durango.
I highly doubt ms would require kinect but not have dedicated hardware for it.
Realistically though, I think the latency is a red herring. Much like how everybody went on about tiling on the 360 for 'free' AA, most developers will forgoe the extra effort and just dump the framebuffer there.
It is not processed by kinect. On Durango memory and CPU time are reserved at OS level and kinect 'standard functions' are available for all games.
They no longer have to implement kinect in their code, it's just there waiting for them to use.
Kinect processing + higher OS memory overhead are far more worrying than different routes to the same effect (memory set ups) or a few flops difference.
According to Digital Foundry, Ninja Gaiden 2's framebuffer filled 99.975% of the 360's 10MB EDRAM. Could MS just be banking on developers plonking the framebuffer in the EDRAM and using shader-based AA?I agree. Any benefit from low latency access to the ESRAM is probably so marginal in a typical workload that it isn't worth the effort for devs to chase. That said, 32MB is still a tight squeeze for a full 1080p frame meaning it could still result in some compromises.
can someone tell me if this is true?
"But this can be applied in PS Orbis? Basically to implement virtual memory management it is not necessary that there are two levels of memory, taking the top sufficient storage capacity for the image (color, depth, and stencil) buffers and textures needed for the scene and there is a lower level. For PS Orbis the caches of the GPU do not have enough storage capacity for this and the GDDR5 is a single level of memory for all of the GPU. Obviously the ESRAM and all the mechanism implementation costs in the space that is a sacrifice in terms of computation capability. But the biggest advantage comes from the fact that this allows access to large amounts of memory per frame without having to rely on huge band widths from expensive high-wattage as the GDDR5 memory. The reason why Xbox 8/Durango dosnt uses GDDR5 is not by the fact that then the thing would be completely redundant, the GDDR5 exists on the GPUs of face to avoid the Texture Trashing by the use of a higher bandwidth, the use of virtual memory on the GPU and Virtual Texturing are another solution to the same problem that both come into conflict within a system."
coz this would be the answer coz they gone with ddr3+esram+move engines
I highly doubt ms would require kinect but not have dedicated hardware for it.
Just noticed VG leaks have started calling the next Xbox 'Xbox Infinity' rather than Durango in their latest posts.
More evidence that it is likely the final name or them just picking up on a bandwagon?
What does Pastebin mean?
and he trying to explain why ms have an advantage in this...is this possible?
and again is true that ps4 cant handle the virtualization of the memory?! (i really dont know sorry)
Just noticed VG leaks have started calling the next Xbox 'Xbox Infinity' rather than Durango in their latest posts.
More evidence that it is likely the final name or them just picking up on a bandwagon?
MS did well to spend that 1.5 Billion to upgrade the 360 from 256MB to 512, though, didn't they?
I would be surprised if they didn't. Dedicated hardware (read: asic in best case) would mean guaranteed response- and execution-time which to me is crucial for a concept like kinect.
Total bandwagon. It won't be called that.
Why?
The had a processor in kinect this gen and decided that having it take up a significant amount of 360's processing was preferable to the cost of the hardware going up.
There's fewer barriers to doing that now than there was then?
Yes and this caused the delays with kinect v1. Also keep in mind that the cpu-cores in the amd-apu are arguably much fastet than 360-cores... Also keep in mind that if you use the cpus for this they are still cpus so response-times are not really good predictable and also MS had enough time to build special hardware for kinect-processing-needs (at least the expensive ones).
What are the odds they start either slowly releasing a few juicy things, or stuff leaks?
What you are saying is you would like them to have done that.
There's no compelling reason for them to add hardware for kinect when the processing can be done on the main system... and they can plan for that on day 1.
From what I've read the biggest issue with kinect one was the bandwidth of USB 2.0 - that's kind've gone away (and is likely the reason for the reduction in latency from 90ms to 60ms we see on leaked documentation).
We don't really know this though. In a hypothetical parallel universe where MS may have stuck with the 256MB of RAM (and had a cheaper price point to boot), we don't know if Sony would actually have put 512MB of RAM in the PS3.Yup. IMO it singlehandedly save the generation for them.
Rein said MS told him "you just cost us a billion" or whatever when they did the change. He replied no I made a billion happy gamers or something.
But in reality, he probably saved MS who knows how many dollars by allowing them to be competitive technically with PS3 for 7 extremely long years....that should have been his real response.
However, it's difficult to prove. I thoroughly dont believe it, but there are probably those who honestly believe a 360 with 256MB of RAM would have done just as well, crazy as it sounds. The whole "graphics dont matter/only need to be good enough/joe public doesn't care etc etc crowd...
Interesting. Is it using USB 3.0 or a proprietary high-speed bus?
because?
EDIT:
What are the odds they start either slowly releasing a few juicy things, or stuff leaks?
presumably we've got key MS Game Studios people covered on Twitter so we can see who starts heading over to the MS campus?
We don't really know this though. In a hypothetical parallel universe where MS may have stuck with the 256MB of RAM (and had a cheaper price point to boot), we don't know if Sony would actually have put 512MB of RAM in the PS3.
It is not processed by kinect. On Durango memory and CPU time are reserved at OS level and kinect 'standard functions' are available for all games.
They no longer have to implement kinect in their code, it's just there waiting for them to use.
Kinect processing + higher OS memory overhead are far more worrying than different routes to the same effect (memory set ups) or a few flops difference.
do you mean there is reserved RAM and CPU time for kinect regardless of whether you use it?
upside would be no perceived loss of power because it is already reserved, but the downside is that if you don't use it, you don't get any of that power back
"All access to the GPU in Durango memory using virtual addresses, and therefore pass through a translation table before settled in the form of physical address. This layer of indirection solves the problem of fragmentation of memory hardware resources, a single resource can occupy several non-contiguous pages of physical memory without penalty.
Virtual addresses can take aim pages in the main RAM, in the ESRAM, or can not be mapped. The Shader read and writes the pages not mapped in well defined results, including optional error codes, rather than block the GPU. This ability is important for the support of resources in "tiles", which are partially resident in physical memory."
yeah
the cpu can access to the esram in durango?
If this is true I expect to see money hatting for exclusives and tons of money spent on the press conferences. Buy the next gen. Classic Ms strategy.
If this is true I expect to see money hatting for exclusives and tons of money spent on the press conferences. Buy the next gen. Classic Ms strategy.
can someone tell me if this is true?
"But this can be applied in PS Orbis? Basically to implement virtual memory management it is not necessary that there are two levels of memory, taking the top sufficient storage capacity for the image (color, depth, and stencil) buffers and textures needed for the scene and there is a lower level. For PS Orbis the caches of the GPU do not have enough storage capacity for this and the GDDR5 is a single level of memory for all of the GPU. Obviously the ESRAM and all the mechanism implementation costs in the space that is a sacrifice in terms of computation capability. But the biggest advantage comes from the fact that this allows access to large amounts of memory per frame without having to rely on huge band widths from expensive high-wattage as the GDDR5 memory. The reason why Xbox 8/Durango dosnt uses GDDR5 is not by the fact that then the thing would be completely redundant, the GDDR5 exists on the GPUs of face to avoid the Texture Trashing by the use of a higher bandwidth, the use of virtual memory on the GPU and Virtual Texturing are another solution to the same problem that both come into conflict within a system."
coz this would be the answer coz they gone with ddr3+esram+move engines