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Vasto said:



Digital Foundry: What is your experience with the ESRAM on Xbox One? How do you utilise it in Ryse? Is 32MB really enough for the high-bandwidth rendering elements you'd want to utilise? How important is allocating graphics between DDR3 and ESRAM for Xbox One development?

Cevat Yerli: We put our most accessed render targets like the G-Buffer targets into ESRAM. Writing to ESRAM yields a considerable speed-up. While 32MB may not be enough to use something like MSAA to the fullest, with a smart memory management strategy it is possible to deal with that.

http://www.eurogamer.net/articles/digitalfoundry-crytek-the-next-generation

and MSAA is a waste of resources anyways, what we need for the future are good MLAA solutions to not waste the limited bandwidth on consoles.
 Before anybody bitches about quality, most people can't even notice it, or in a lot of cases the filter actually does a better job.