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Pemalite said:
megafenix said:

nope, not always, in xbox 360 was only between the edram+rops to the gpu fraebuffer

 

 

here, just a little on this

"

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.

"

 

 


Nothing I said contradicts this.


well then

guess that youy believe 563GB/s of bandwidth if thats the case

since the xbox rops have full access to the edram internal bandwidth of 256GB/s

dont seen why wii u gpu wouldnt have full access to the edram internal bandwidth sicne both are in the same die

is the same as xbox where tjhe rops and the edram where in the same die, same logic

 

the only difference is that in xbox case, only the rops had full access, in wii us case the whole gpu seems to have access to the edram