Pemalite said:
fatslob-:O said:
Pemalite said:
fatslob-:O said:
The real issue is X1's lack of rops and bandwidth. In all honesty I don't see what's so special about the esram. The eDRAM in the xbox 360 only gave free antialiasing. With a small amount of memory 32mb isn't meaningful enough to do any sort of big task.
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I'm pretty sure, developers could employ a form of tile based rendering to get around that 32Mb limit. :)
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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 ?
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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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Actaully intel IGPs can do tile based rendering do to the fact that they now have programmable shaders. Are you referring to intel's powerVR based lines ? The kyro did do it hardware wise.
@Bold The greatest strength of a pure tiled rendering hardware was also it's biggest weakness. 
The xbox one may not support it completely hardware accelerated wise but at the same time it can partly do tiled based rendering by doing it's own method of hidden surface removal largely developed by the guys at 3dfx, nvidia, and ati back in the days.
How do I say this ? Our approach to rendering has partly become tiled based and by bruteforcing!(AKA immediate mode rendering)
Tiled resourcing is an extension to our ways of currently rendering the scene. Just like how tiled rendering was to reduce memory and bandwidth footprints, tiled resourcing does the same but only this time the textures are being tiled and not the tiled scenes surfaces. I should probably label it as tiled texturing
LMAO
Much like how tiled rendering doesn't try to redraw support part of a scene tiled texturing does not load every texture that is not being shown in the scene.