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zarx said:
selnor1983 said:

Interesting that they mention resolution difference then mention DX12. DX 11.2 was the update in February for Xbox One that bought the tiling technique for the console so the ESRAM can fit up to 6gb of data on 32 mb. And this is why 3rd parties arent hitting 1080p yet. They have to programme the ram differently and they arent taking the time to bother with it ( well at least some arent ). Games like Quantum Break which blow 3rd party games away are 1080p native. 

DX 12 will have some liitle effects on Xbox One, but the biggest changes we will see are from first party developers who use Tiling Techniques on the Xbox One fast ESRAM. I expect 1080p 60 FPS Halo 5 to look absolutely out of this world. As will Gears Of War 4. Quantum Break alreay looks best next gen visuals so far and appears 1080p native.

Tiled Resources or Partialy Resident Textures as AMD called it when they implemented it in their GPUs years ago. Has nothing to do with resolution. It is a technique for texture streaming, id Tech 5's Meagtexture is a software implementation of Virtual Textures which if you played Quake Wars, RAGE, or Wolfenstein you would know it has it's drawbacks along with it's advantages of lower RAM footprint. If you have a small cache for tiles then you will have lots of pop-in as you stream in textures. It doesn't make the textures any smaller it just allows you to more effeciantly break it up and stream into memory from disc.

And tiled rendering for the framebuffer which will effect resolution is also not a new technique. a few X360 games used it to manage the EDRAM there already. Frostbyte 2 (and I assume 3) for example uses a tiled rendering aproach there.

No. You are confusing IDs tech. It isnt the same. Here this explains it better. The 360 took around 2 years fo devs to work the technique out properly on that machine. Xbox One is the same. Also its important to note that the ESRAM makes the Xbox One much more capable of doing Cloud compute over PS4 on normal connnection speeds. Also noo games so far  out use Tiling techniqus on Xbox One.

There’s been a lot of discussion about the Xbox One’s 32 MB eSRAM and how it is a limiter to the console’s overall performance. Although some developers such as Capybara Games deny any bottlenecks with the technology, there is still a feeling of it being limiting despite potentially being able to store up to 6 GB of tiled textures when used in conjunction with DirectX 11.2.

Interestingly, for a normal forward renderer, 32 MB is the exact amount of space necessary to store one 4x MSAA 32 bpp 1080p frame buffer. However, due to the need to output more than just the pixel colour with the renderer, you’ll require multiple buffers. This explains why the anti-aliasing and resolution needs to be turned down for some games on the Xbox One – the 32 MB eSRAM is somewhat of a limiting factor.

The Xbox 360 had the same trouble with eDRAM and solved it by rendering only specific portions of a scene at a time, exchanging different buffers as necessary. Tiled resources are better, since you can avoid drawing your scene twice, but are difficult to properly implement. So a creative approach in the case of first person shooter games, would be to render the bottom half of your screen, which features more objects, using eSRAM while the top half – which is usually empty using the normal VRAM. This allows you to effectively remove less intensive portions from the frame buffer in order to have the eSRAM working on the more complicated bits.

Will this be the de facto solution for the Xbox One, especially since it took developers a while to implement the same approach on the Xbox 360 using eDRAM? It’s unlikely in the beginning stages of the Xbox One’s life cycle, resulting in a drop of resolution and AA, but given a couple of years, we could see some creative use of the eSRAM without a serious hit in performance or visuals.

Why include eSRAM at all if it becomes a limiting factor? Simply due to its bandwidth for tiled texture middleware, which is reportedly 192 GB/s. Also, it appropriately helps make Cloud gaming more possible on normal internet connections thanks to its LZ encode/decode compression abilities. So whether we believe so or not, Microsoft knew what it was doing when it included eSRAM into the Xbox One. We’ll just have to wait and see if devs can deliver the best visual experience possible while taking advantage of the eSRAM’s many benefits.