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fatslob-:O said:
curl-6 said:
fatslob-:O said:

It's best suited to just being a framebuffer ... Why would the CPU need that much bandwidth when it only has a 64 bit wide SIMD engine ?

As for your second account that doesn't matter because GPUs are meant to work on large data sets therefore having more bandwidth is beneficial than lower access times. Despite the fact that the xbox one can cache it's data faster it's still gets thrashed hard by the PS4. 

But it's big enough to have room to spare even after a 1080p frame is stored, and the free space is available to both the CPU and GPU for anything that needs fast memory access.

Basically, you prioritise high speed tasks to the eDRAM, so that the main RAM bandwidth doesn't become an issue as it's primarily used for slower operations.

You need more than just a 1080p frame though ... Did you forget about depth and stencil buffers which are required for z-buffering and shadowing ? 

The only thing that the eDRAM can meaningfully priortise are render targets which are related to framebuffer operations ... Great that'll be enough to saturate the ROPS but how do I solve bandwidth for texturing purposes ? 

Actually you can use it for  more than just framebuffer operations:

"We use the eDRAM in the Wii U for the actual framebuffers, intermediate framebuffer captures, as a fast scratch memory for some CPU intense work and for other GPU memory writes." - Shin'en