shikamaru317 said:
From what I've read about DX 11.2 and Tiled Resources, this is pretty much how it works. High res textures are compressed and stored onto graphics memory, or in the case of the Xbox One, likely the eSRAM due to it's higher bandwidth compared to the DDR3. These compressed textures are split into multiple layers, or tiles, and then the engine decides in real-time the priority level for each tile based on the exact scene being rendered, and then quickly uncompresses and streams each tile one by one from the memory to the GPU, where they are rendered. Theoretically the high speed of the Xbox One's eSRAM should allow high-res textures with minimal texture pop-in, theoretically. So far we haven't seen this technology in practice except in tech demos, but if it works as advertised, it should be a very useful tool for Xbox One developers. |
Better bandwith is nice, but still, working with only 32mb at a time will be a pain in the ass. I still think that will be slow as fuck. But I'm not skilled enough to know this stuff. I hate hardware shit.
Edit : It's also not only about the bus speed, I think an algorithm would work faster treating a full picture at once, not tile per tile.








