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manny10032 said:
SvennoJ said:
selnor1983 said:


The ESRAM is the cause of the resolution. Devs complained about it with the SDK being behind on it.

The new SDK rolled out this month. And devs are now easily implementing 1080p in their games. It was because the 32 mb couldnt store the necessary data for doing 1080p. But with the new tiling tecnique of the data, it can take on much more. Its a realtime version of Zipping really.

It's not a realtime version of Zipping. It's dividing the scene into separate parts while trying to eliminate most of the double work that would have to be done at the connecting edges. Implementing an eficient tiled renderer that eliminates most of the overhead is a pain in the ass and having the proper SDK tools set it all up it for you is a huge help. However it's still slower than using a single 1080p buffer, and definitely slower than keeping a single smaller (eg 900p) buffer.

So yes they can use tiling to make it 1080p, but the performance hit will still be bigger than a non tiled buffer going from 792p to 1080p.


What will that do to the Framerate?

They could hit 30fps at 1080p, but if they want to keep it 60fps it's not going to happen without drastic downgrades.
Didn't the beta already have some frame rate issues with 25% texture resolution?

You can use tiling to solve the problem of the screen buffer not fitting in 32mb esram, but you still need to time to render the extra pixels.