fatslob-:O said:
Dude, tiled rendering as existed for like ages LOL. It existed like back to the dreamcast days or so ? I honestly think it doesn't matter much anymore because we have systems that go over 4gb+ ram. The only thing I can see the esram being used for is to save some bandwidth through a tiled deferred rendering method. The reason tiled rendering existed in the first place had to do with hardware having pretty limited vram in the first place. Remember those days where graphics cards used to have 64 mb ? |
Of course it's been around for a long time. :P
There are a couple ways of implementing it though, either at the hardware/driver level or in the game engine level, but it would allow developers to utilise the eSRAM more effectively as data can fit into the relatively tiny space when it's only a fraction of the size.
Intel IGP's generally used Tile Based rendering, hence why they were generally capable of reaching their max theoretical performance so easily in gaming scenarios, despite being hampered by System Memory and low-ass clockspeeds.
I think the Kyro's did the same thing too!
The hardware level is for sure more elegant however, which don't quote me on it, the Xbox One doesn't support currently.
The Xbox One does use Tile Based Resources however, which is based on a similar idea, but for a totally different result.

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