drkohler said:
I'm thinking that some people are still searching for the "secret sauce" that makes XBox One superior.. And for Selnor: "DirectX 11.2 and the X1 chip architecture is built for doing partial resident resources in hardware." Please read AMD's white paper on their gcn gpus http://www.amd.com/us/Documents/GCN_Architecture_whitepaper.pdf (both new consoles are built upon gcn) - PRT hardware is actually a hardware feature of every gcn-type gpu. (Somehow I'm getting the slight suspiscion than MS counts the two DMA controllers in the gpu as "DME processors", so essentially the PS4 would also have "two DME controllers"....) "So powerful you can store textures as big as 3GB in 16MB of RAM(or eSRAM?)." - No hardware in the world can do this (it's actually up to 32TBytes), what it really means the gcn-type gpus can stream required textures in 64kByte pieces into its corresponding cache. There are other things you don't quite seem to understand and I agree with fatslob's conclusion... |
I know what PRT's do. It's essentially hardware implimented megatextures. The only game to feature this is RAGE as far as I know.
And LOL about the part being able to store 3GB of textures into a puny ass 32mb of cache but yeah that's essentially what PRT's do, they will cut up the games texture file into smaller tiles in order to stream the highest resolution textures relative to the distance of the camera. This allows for a dynamic level of detail when the least amount of details are needed for very far away objects and highest amount of details when the camera is getting closer to the objects.







