midnightguy
Member
Xbox 360 Graphics Chip Patent?
By: César A. Berardini - "Cesar"
Apr. 22nd, 2005 3:39 pm
Today we bring you a new patent that was was approved on March 29th by the United States Patent and Trademark Office, in which ATI, Microsoft's graphics chip partner for the Xbox 360, is patenting a method and apparatus for supporting anti-aliasing oversampling in a video graphics system that utilizes a custom memory for storage of the frame buffer. In layman terms, that is embedded video RAM for the GPU to use it as a frame buffer.
In a world exclusive, TeamXbox was the first publication to reveal the existence of the embedded video RAM back in February, 2004. What a track record, eh? First it was the IBM-Microsoft deal, then this
This new patent, filed in August, 2002, exposes a custom memory used by the graphic chip for storage of the frame buffer.
This custom memory has been created mostly to perform anti-aliasing operations and help overcometoday's biggest problem in graphics chips: memory bandwidth.
Generally, the present invention provides method and apparatus for supporting anti-aliasing oversampling in a video graphics system that utilizes a custom memory for storage of the frame buffer. The custom memory includes a memory array that stores the frame buffer as well as a data path that performs at least a portion of the blending operations associated with pixel fragments generated by a graphics procesor. The fragments produced by a graphics procesor are oversampled fragments such that each fragment may include a plurality of samples. If the sample set for a particular pixel location can be compressed, the compressed sample set is stored within the frame buffer of the custom memory circuit. However, if such compression is not possible, pointer information is stored within the frame buffer on the custom memory, and a sample memory controller included on the graphics procesor maintains a complete sample set for the pixel location within a sample memory. When the sample memory controller maintains a complete sample set for a pixel location, the frame buffer stores a pointer corresponding to the location of the sample set.
The invention can be better understood when viewing the following image:
The figure illustrates a block diagram of a graphics processing system that supports oversampling anti-aliasing. The system includes a graphics processor, a sample memory and a custom memory module. The graphics processor, the custom memory, and the sample memory may each be individual integrated circuits.
Embedded DRAM is expensive, because its very similar to microprocessors cache memory, so that is why the patent explains that in order to keep costs low, the amount of additional logic included on this custom memory may be minimized. Therefore, although some of the circuitry always found within the video graphics system has been moved onto this new custom memory invention, some functions still remain within the graphics processor in order to keep the production costs low for the custom memory.
So what does all this mumbo jumbo mean? It means well get games running at 720p HDTV resolution, that is 1280x720, will full screen anti-aliasing with almost no impact on framerate. Imagine Project Gotham Racing 3 or those badass Unreal Engine 3-powered games running at some 60 FPS, with full screen anti-aliasing and anisotropic filtering taken to the max!
Its a hardcore gamers dream come true!
the Feb 2004 article, one of the first if not the first article that reported Xenon would have embedded graphics memory
The Graphic Chip
The graphic chip will be based on the R520 (codenamed Fudo). This VPU has been in design at ATIs Marlborough, Mass. office. It'll be fully compatible with DirectX 9's PS and VS 3.0 and the next version of DirectX: DX10, the same suite of APIs that will be used in Longhorn.
What nobody is telling you and you'll know about this first, here on TeamXbox, is the revolutionary approach of the Xbox 2 to deal with today's biggest problem in graphics chips: memory bandwidth.
The graphic chip will contain not only a graphics rendering core but up embedded DRAM acting as a frame buffer that is big enough to handle an image that is 480i and can be 4 times over sampled and double buffered. Yeah, we all remember Bitboys but this time you can bet this is for real. This solution will finally make possible HDTV visuals with full screen Anti-Aliasing on.
The technology also supports up to 512 MB of external memory on a 256-bit bus. However, current specs plan to use 256 MB RAM, big enough for next-generation visuals which are all about computational power rather than large storage.