By using this site, you agree to our Privacy Policy and our Terms of Use. Close
ethomaz said:
Kasz216 said:

First off, you completely made up those numbers.

Secondly your numbers are backwords.  I thought you said you were a developer in another thread.  How do you not know the difference between Latency and Bandwith.

Latency is the time it takes for a process to be processed.

Bandwith is the amount of data that can be processed at once.

GDDR5 has better Bandwith at the cost of Latency.

So using your made up numbers it would be....

 

GDDR5 can carry 10 "data" per movement

DDR3 can carry 1 "data" per movement

GDDR5 can do 12 movement per second

DDR3can do 170 movement per second

GDDR5: 10 x 12 = 120 per second

DDR3: 1 x 170 = 170 per second

No. Latency is the delay time between a data is accessed and another.... DRR3 can do more access in the same period than GDDR5 but GDDR5 can carry more data per access..

My example was bad because I mixed the words but it is still valid for gamers.... there is no way DDR3 is better for games than GDDR5.

Low latency is better for CPU that act in a linear fashion (execute instruction A, then B, then C, etc...)... so the CPU needs additional instruction for execution and in this case the low latency of DDR3 give you a fast response... and you can avoid the bad latency increasing the numbers of cores of a CPU so you can split the linear instruction between the cores (that is not the best scenario but helps when you have low latency).

if by mixed words you mean completely said everything backwords.

Low Latency is better for a CPU that acts in a linear fashion.  You mean like...

When a computer AI needs to move 30 units one after another, where the effect of each move based on the battle rolls could mean having to completley change the startegy based on each individual move?

Or really... any complicated AI based on contigencies?  (Or in general any AI that relies on triggers)

Sure texture C doesn't have to wait for Texture A to load.  However move 5 needs to wait for move 1.  Because move 5 doesn't know what it is until move 1 happens.

Out of Order processing doesn't really help when the data can't be out of order.

It's not really an issue for a game where the badguys always pop up exactly the same place... but for a game like Civilization, or Even Left 4 Dead. 

Being able to process more, doesn't really help when your platform doesn't know WHAT it's supposed to be processing.

 

You may not realize this, but the 360's ram was completely GDDR3.

Which had the same advantages over DDR3 that GDDR5 did, but not to as great a degree.

Yet Microsoft is going with DDR3 with ESRAM.  Why?  I'm guessing they are expecting some CPU intensive stuff.