dahuman said:
The majority of the bandwidth would be coming from the eDRAM BTW, DDR3 just has decent latency for fetching small data quickly and that performance will depend on how many cycles it takes to actually get to where it needs to be. Your comment about bandwidth with a low detail game also makes no sense, the bandwidth on the hardware itself will not change no matter what kind of game is being made, the more accurate estimate to what it might mean would be that with how much the dev thinks the GPU can handle, the bandwidth is plenty to work with is how I'm taking it. 1000TB/s bandwidth won't make a dick difference if the GPU itself can't handle the RAM anyways. What I want are hard number answers, not opinions or bullshit, and more than anything else, if it has certain fixed functions, or what the fuck is hidden in those blocks in the GPU. The only things we know are "efficient" and "balanced." Nobody wants to share any numbers and I'm not a god damned Wii U dev so WTF Nintendo? AMD is not commenting on the GPU is because they are under NDA BTW, and who knows what the hell Nintendo is thinking? Nobody but the top brass in their company. Shadow Fall is not state of the art BTW, there is no such game yet on the PS4 or Xbox One, they haven't pushed the hardware yet, it's just higher res and better lighting ATM if you remove your pony rainbow goggles, they are 7th gen games running on a decent PC rig right now with DX11 features turned on. I hope you are not satisfied with just that level of graphics this early in the generation at least. I'm counting on them to become much better so PC games can look even better. |
...yet comments from devs has varied from "Yeahm it's great (and also we are huge Nintendo devs and without them would be sunk)", to "It's aweful (and we are not a Nintnedo dev company and don't have to watch what we say)". Now which do you think are telling the truth?
The lack of numbers is as I said, a bad sign and reinforces the latter comments from those devs. Kz:SF is good enough to start with. The DX11 features is next gen (tesselation, material reflections, particles etc), and about 2 PC games have these options due to everything being multiplatform nowadays.







