Xbox2 hardware: good, yet disappointing at the same time [from a developer]

I looked at screens for some zombie game in the latest Game Informer mag and then there was the Godfather game in an EGM mag, they look nice but I really did not see a big jump from XB/PS2. Maybe it might be just the screens. I'm not sure. Anyone get the same feeling?
 
DopeyFish said:
the edram is for the framebuffer dudes.

It's not the video ram. You know... so it can fit a high resolution image on screen with fsaa and object occlusion without taking much of a hit at all?
Quoted so HyperionX shuts up.
 
wunko said:
I looked at screens for some zombie game in the latest Game Informer mag and then there was the Godfather game in an EGM mag, they look nice but I really did not see a big jump from XB/PS2. Maybe it might be just the screens. I'm not sure. Anyone get the same feeling?
I hope that, next gen, we can see Dead or Alive 4 on par with the CG movies from Dead or Alive 2.. or even 3 :D
 
DopeyFish said:
the edram is for the framebuffer dudes.

It's not the video ram. You know... so it can fit a high resolution image on screen with fsaa and object occlusion without taking much of a hit at all?

Similar to the way it is on the GCN?
 
The eDRAM is a frame buffer only and most think its fine for displaying 720p and using various other effects such as FSAA.
 
Pug said:
The eDRAM is a frame buffer only and most think its fine for displaying 720p and using various other effects such as FSAA.

The problem is that 10MB is too small for a framebuffer with AA at HDTV resolutions.
1280x720p x 8Bpp x 0xFSAA = 7,372,800 B
1920x1080i x 8Bpp x 0xFSAA = 8,294,400 B
1280x720p x 8Bpp x 2xFSAA = 14,745,600 B
1290x720p x 8Bpp x 4xFSAA = 29,491,200 B
1920x1080i x 8Bpp x 4xFSAA = 33,177,600 B
1920x1080p x 8Bpp x 4xFSAA = 66,355,200 B


So if you like your games to be full of jaggies the 10MB of eDRAM is for you. Otherwise, it's too small.
 
am i being retarded or something?

10 Meg _Bytes_ of video ram

8 BITS per each pixel

aren't you calculations a factor of 8 wrong?

if that's the case, then surely that means we can have 4 FSAA on a 1080p image in a 10 Megabyte frame buffer (ignoring the fact that you'd probably render a couple of frames at least)?
 
DCharlie said:
am i being retarded or something?

10 Meg _Bytes_ of video ram

8 BITS per each pixel

aren't you calculations a factor of 8 wrong?

Yes, they are, thus all of the Hypernion's configs would fit in 10MB. But don't you need 32-bits per pixel? Or rather, want 32-bits per pixel?
 
okay - so if that's all bits... why is a 10 Megabyte frame buffer an issue?!?

or is the frame buffer 10 Megabits?

I'm not the most technical person around, but... er.....
 
I only posted it as a piss-take of all the arguing over PS2's edram. Didn't really expect such a sidetrack. Oh well :)
 
DCharlie said:
okay - so if that's all bits... why is a 10 Megabyte frame buffer an issue?!?

or is the frame buffer 10 Megabits?

I'm not the most technical person around, but... er.....

With 32-bit color precision, a 720p, 4x FSAA frame wouldn't fit. But as others mentioned, the whole frame doesn't have to fit, it just won't be quite as fast if it doesn't. I think some were also thinking the 10MB was the only memory the GPU could access (ala PS2?), i.e. for textures, vertices etc. but this obviously can't be true - the 10MB is just for screenbuffers, everything else would be accessed from main memory.
 
right, now that makes more sense. Thanks
"I only posted it as a piss-take of all the arguing over PS2's edram. Didn't really expect such a sidetrack. Oh well"
awesome!
 
HyperionX said:
The problem is that 10MB is too small for a framebuffer with AA at HDTV resolutions.
1280x720p x 8Bpp x 0xFSAA = 7,372,800 B
1920x1080i x 8Bpp x 0xFSAA = 8,294,400 B
1280x720p x 8Bpp x 2xFSAA = 14,745,600 B
1290x720p x 8Bpp x 4xFSAA = 29,491,200 B
1920x1080i x 8Bpp x 4xFSAA = 33,177,600 B
1920x1080p x 8Bpp x 4xFSAA = 66,355,200 B


So if you like your games to be full of jaggies the 10MB of eDRAM is for you. Otherwise, it's too small.

64-bit color? O_o

Also the fact that Xbox 2 has a hardware video scaler... 720p up and down. Excluding Z-buffer... a 720p framebuffer of 32 bit color would take 3.5 megs.

720p framebuffer + 2xFSAA and Zbuffer = fits in 10 MB = scaled up and down to users desire
 
DopeyFish said:
64-bit color? O_o

Also the fact that Xbox 2 has a hardware video scaler... 720p up and down. Excluding Z-buffer... a 720p framebuffer of 32 bit color would take 3.5 megs.

720p framebuffer + 2xFSAA and Zbuffer = fits in 10 MB = scaled up and down to users desire

Huh? A zbuffer is 4 bytes per pixel too, so it's 8 bytes per pixel and 720p with 2xFSAA is 15MB.
 
HyperionX said:
Huh? A zbuffer is 4 bytes per pixel too, so it's 8 bytes per pixel and 720p with 2xFSAA is 15MB.

The Zbuffer is anti-aliased?

7.4MB for framebuffer, 3.7MB for Zbuffer = 11.1 MB, which is still over the 10MB, but you could leave the zbuffer in main mem if you wanted (?)

Does a depth buffer also have to be as high precision as the framebuffer?
 
HyperionX said:
Huh? A zbuffer is 4 bytes per pixel too, so it's 8 bytes per pixel and 720p with 2xFSAA is 15MB.

and it wouldn't be 15 MB, it would be 10.5 megs. a little over my bad O.o

(1280x720x4)+(1280x720x4x2)
Zbuffer+framebuffer*fsaa=size
3,686,400 B + 7,372,800 B = 11,059,200 B / 1,048,576 = 10.546875 MB
so it's -barely- over. easy workaround
 
gofreak said:
The Zbuffer is anti-aliased?

7.4MB for framebuffer, 3.7MB for Zbuffer = 11.1 MB, which is still over the 10MB, but you could leave the zbuffer in main mem if you wanted (?)

Does a depth buffer also have to be as high precision as the framebuffer?

Yes, the Z-buffer is the same resolution as the frame buffer. It can be a lower precision, but 16-bit tends to cause ugly artifacts, and 24-bit tends to be bad for hardware to deal with, so in practice almost everyone uses either 4 bytes for color, 3 bytes for z, and 1 byte for stencil or they cut 2 bytes off the color and get ugly banding artifacts.

edit - speaking historically of DirectX and Xbox. I will not comment on any potential future Xbox consoles ;)
 
gofreak said:
The Zbuffer is anti-aliased?

Yes. http://www.firingsquad.com/hardware/multisamp/

7.4MB for framebuffer, 3.7MB for Zbuffer = 11.1 MB, which is still over the 10MB, but you could leave the zbuffer in main mem if you wanted (?)

You could, but the z-buffer is accessed heavily when using AA.

Does a depth buffer also have to be as high precision as the framebuffer?

Close to it at least. You'd probably want a 24-bit zbuffer and probably 32-bits + stencil to prevent rendering artifacts AFAIK.
 
HyperionX said:
You could, but the z-buffer is accessed heavily when using AA.

I'm not sure how reading the z-buffer has anything to do with writing to edram

*scratches head*

that just adds to the bandwidth required but not the space.
 
DopeyFish said:
I'm not sure how reading the z-buffer has anything to do with writing to edram

*scratches head*

Probably because when using standard rendering techniques, the z-buffer memory is accessed more often than the frame buffer memory.
 
Jesiatha said:
Probably because when using standard rendering techniques, the z-buffer memory is accessed more often than the frame buffer memory.

no no what he's saying is that the Z-buffer is redone within the FSAA and that's incorrect. The FSAA reads off the z-buffer seperately, it not doubling the space required for the z-buffer, just increases the bandwidth toll on the edram -> gpu.

which is going to be really really fast anyways.
 
Dopey, he was referring to the idea someone else suggested about leaving ZBuffer in main mem. Obviously that would defeat the purpose of using edram in the first place.

Anyway, with frontbuffer in mainmemory, you don't HAVE to fit the entire screen into eDram at the same time, things can be rendered in parts.

DCharlie said:
okay - so if that's all bits... why is a 10 Megabyte frame buffer an issue?!?
Actually he meant 8Bytes per pixel (hence the capital B, I guess writting the french way with their octets or whatever they call them is less confusing :)).
 
DopeyFish said:
no no what he's saying is that the Z-buffer is redone within the FSAA and that's incorrect. The FSAA reads off the z-buffer seperately, it not doubling the space required for the z-buffer, just increases the bandwidth toll on the edram -> gpu.

which is going to be really really fast anyways.

I think what he's saying is that when you use 2x FSAA, you double the frame buffer size and double the z-buffer size. When rendering, you need fast access to both of them, so putting one of them in a distant slow memory and the other in a very fast local memory is probably a bad idea. And lastly, that a 1280x720x8Bpp (frame+z+stencil) buffer with 2xFSAA will not fit in 10MB.
 
From IGN:

Sakaguchi gave Hirokazu Hamamura, president of Famitsu publisher Enterbrain and one of the most respected names in the Japanese videogame scene, a private first look at a video of the game in motion.
During a speech given at the Asia Online Game Conference 2005, Hamamura had this to say about the experience: "It's such a realistic video that with just one look you'll know that you're looking at a next-generation system. It's something that cannot be realized on today's machines."

Going into more details, Hamamura offered an example of what's possible on the next generation Xbox: "It's possible to show a camera outside the Earth's atmosphere approach a forest on the Earth's surface, then show leaves on a tree one at a time." Hamamura wasn't clear on if he'd seen this specifically in the Mistwalker footage, or if he was just giving an example of his own.
 
super-heated plasma said:
FrHamamura wasn't clear on if he'd seen this specifically in the Mistwalker footage, or if he was just giving an example of his own.[/I]

He had his eyes closed?
 
super-heated plasma said:
From IGN:

Sakaguchi gave Hirokazu Hamamura, president of Famitsu publisher Enterbrain and one of the most respected names in the Japanese videogame scene, a private first look at a video of the game in motion.
During a speech given at the Asia Online Game Conference 2005, Hamamura had this to say about the experience: "It's such a realistic video that with just one look you'll know that you're looking at a next-generation system. It's something that cannot be realized on today's machines."

Going into more details, Hamamura offered an example of what's possible on the next generation Xbox: "It's possible to show a camera outside the Earth's atmosphere approach a forest on the Earth's surface, then show leaves on a tree one at a time." Hamamura wasn't clear on if he'd seen this specifically in the Mistwalker footage, or if he was just giving an example of his own.

Probably could do with its own thread! Sounds good. Reminds me of a demo I saw off gamedev.net some time ago (though it wasn't quite so sophisticated as this description makes out - it was still very impressive).
 
gofreak said:
Probably could do with its own thread! Sounds good. Reminds me of a demo I saw off gamedev.net some time ago (though it wasn't quite so sophisticated as this description makes out - it was still very impressive).


Alas, I am only a junior member and not allowed to create threads. :(
 
super-heated plasma said:
From IGN:

Sakaguchi gave Hirokazu Hamamura, president of Famitsu publisher Enterbrain and one of the most respected names in the Japanese videogame scene, a private first look at a video of the game in motion.
During a speech given at the Asia Online Game Conference 2005, Hamamura had this to say about the experience: "It's such a realistic video that with just one look you'll know that you're looking at a next-generation system. It's something that cannot be realized on today's machines."

Going into more details, Hamamura offered an example of what's possible on the next generation Xbox: "It's possible to show a camera outside the Earth's atmosphere approach a forest on the Earth's surface, then show leaves on a tree one at a time." Hamamura wasn't clear on if he'd seen this specifically in the Mistwalker footage, or if he was just giving an example of his own.


WOW!
 
1920x1080p x 8Bpp x 4xFSAA = 66,355,200 B

I am sorry but who the fuck is idiotic enough to need 4xFSAA for a 1920x1080p image?

I mean i do 1600x1200 on my pc and i NEVER use FSAA. It isnt needed.
 
Monk, it depends on the game actually. If it's a racing game, especially with long flat draw distances, FSAA makes a very nice improvement. I won't race a game on the PC without FSAA on, and yes that's at 1600x1200x32.
 
Monk said:
I mean i do 1600x1200 on my pc and i NEVER use FSAA. It isnt needed.
AA would be needed even at 4096x4096 resolution.
Human eye/brain apparatus is very sensitive at effects produced by aliasing such as pixel popping.
 
gofreak said:
With 32-bit color precision, a 720p, 4x FSAA frame wouldn't fit. But as others mentioned, the whole frame doesn't have to fit, it just won't be quite as fast if it doesn't. I think some were also thinking the 10MB was the only memory the GPU could access (ala PS2?), i.e. for textures, vertices etc. but this obviously can't be true - the 10MB is just for screenbuffers, everything else would be accessed from main memory.


Sorry for the newb question, but why would you want 32-bit color precision when most DVD players only use 12-bit precision when outputting to the TV?

Thanks
 
HokieJoe said:
Sorry for the newb question, but why would you want 32-bit color precision when most DVD players only use 12-bit precision when outputting to the TV?

Thanks
Because you don't play games on a DVD player?
 
alejob said:
Because you don't play games on a DVD player?


To clarify, when judging the output of common DVD players, I find it quite impressive, be it on a SDTV or HDTV. Why then would the Nextbox, or PS3 need to offer 32-bit internal precision, when a common set-top DVD player only offers 12-bit output precision at best?
 
HokieJoe said:
To clarify, when judging the output of common DVD players, I find it quite impressive, be it on a SDTV or HDTV. Why then would the Nextbox, or PS3 need to offer 32-bit internal precision, when a common set-top DVD player only offers 12-bit output precision at best?
Because when doing multipass effects, internal color precision is essential ? You do not want to do alpha blending with a 12 bit precision, do you ?
 
First of all, the video data on a DVD isn't even stored with more than around 8 bits per channel precision or so so anyhting more than that in the DAC is pointless unless you want to do some sort of non-linear transformation there, like gamma correction. 10 bit is fine for gamma correction though so even 12 bits is a bit overkill, anything more is completely pointless, the precision isn't there in the source data to begin with! However when he is talking about 32bit color precision he is combining four channels (r g b and destination alpha) of 8 bits each for a total of 32 bits and your 12bits is per channel. So his 32bits were actually lower than your 12 bits.
 
Monk said:
I am sorry but who the fuck is idiotic enough to need 4xFSAA for a 1920x1080p image?

I mean i do 1600x1200 on my pc and i NEVER use FSAA. It isnt needed.



Somebody get this guy a copy of HL2.
 
i agree... FSAA is totally useless @ high res better deserve power to others things :)

uhm amped2 @720p or dragons lair @720 OR 1080i are virtually "aliasing free" (and they don't use any kind of FSAA
 
GameCat said:
First of all, the video data on a DVD isn't even stored with more than around 8 bits per channel precision or so so anyhting more than that in the DAC is pointless unless you want to do some sort of non-linear transformation there, like gamma correction. 10 bit is fine for gamma correction though so even 12 bits is a bit overkill, anything more is completely pointless, the precision isn't there in the source data to begin with! However when he is talking about 32bit color precision he is combining four channels (r g b and destination alpha) of 8 bits each for a total of 32 bits and your 12bits is per channel. So his 32bits were actually lower than your 12 bits.


Ah-So. That clears it up nicely. I wasn't thinking in terms of 'per channel'.

Thanks.
 
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