Pemalite said:
Ring Busses also introduce latency as data will have to travel around a ring, it's a much longer trip than a road that connects to each individual unit. |
nope, not always, in xbox 360 was only between the edram+rops to the gpu fraebuffer

here, just a little on this
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The one key area of bandwidth, that has caused a fair quantity of controversy in its inclusion of specifications, is that of bandwidth available from the ROPS to the eDRAM, which stands at 256GB/s. The eDRAM is always going to be the primary location for any of the bandwidth intensive frame buffer operations and so it is specifically designed to remove the frame buffer memory bandwidth bottleneck - additionally, Z and colour access patterns tend not to be particularly optimal for traditional DRAM controllers where they are frequent read/write penalties, so by placing all of these operations in the eDRAM daughter die, aside from the system calls, this leaves the system memory bus free for texture and vertex data fetches which are both read only and are therefore highly efficient. Of course, with 10MB of frame buffer space available this isn't sufficient to fit the entire frame buffer in with 4x FSAA enabled at High Definition resolutions and we'll cover how this is handled later in the article.
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More info on the internal bandwidth of the caches from here:
Both internal memory buffers have a sustained latency of under 5 nanoseconds. The frame and z-buffer memory is capable of 7.68 Gbytes/second of bandwidth. The texture buffer boasts an even faster bandwidth of 10.4 Gbytes/s because it's divided into 32 independent macros, each 16 bits wide for a total I/O of 512 bits. This gives each macro its own address bus, so that all 32 macros can be accessed simultaneously, said Mark-Eric Jones, vice president of marketing for Mosys.
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thats why 4096bits is the minium belieavable for wii u edram, and since the main ram doesnt even pack high bandwidth, the 8192bits sounds ore logical
not to ention that shinen can do 720p with double buffering with just about 7 megabytes of edram, while xbox need the full 10 megabytes of edra for the 720p with double buffering
doesnt that kind of suggest that with just 7 megas of wii u edram is the same as the 10 megas of xbox edram bandwidth?
dont forget that the actual bandwidth, despite the rops having full access t the edram bandwidth, is limited later by an external bus of 32gb/s(consider it like a latency problem or something between the rops and the gpu framebuffer), so the performance in wii u case is better since there are no external buses










