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zarx said:
selnor1983 said:

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.


Whoever wrote that article you are quoting is totally clueless, or a troll. Ignore that bullshit intirely. And there are games that use tiled resources on XBOne Battlefeild 4 uses tiled rendering (mainly for lighting so only some buffers are tiled iirc) and Wolfenstien uses id Tech's virtual texture system for tiled textures (aka megatextures). DX11.2's tiled resources works on the same principle of breaking up Textures into small chunks then performing an occlusion test so you can load just the tiles needed instead of the whole texture. It's useful when you have a small amount of VRAM but very large textures but it is still limited by the size of your texture cache and your avalable bandwidth. ESRAM doesn't make it any faster as it is too small to hold more than 1-2 tiles at once so you will still need to read the hundreds of MB of tiles from main memory (which is still slow) every frame, and still need to load tiles from disc as well. ESRAM is too small to be used as a tile cache. So it's great if you have a lot of low res texture data hence why id Tech games are designed around every surface being uniquely textured but the individual textures are all low resolution. There are novel other uses such as using it for more effeciant shadow maps etc and it does allow you to stream more effeciantly but the PS4 has the same capabilities so not an advantage.

The example used in the article of drawing the bottom half of the frame in ESRAM and the top in main RAM is also nonsense. Frame buffer size has nothing to do with how many assets are drawn into it, and having half of your framebuffer in a seperate pool of memory doesn't require Tiled Resources. There are just as many pixels in the top and bottom of the frame, so it's the same size and there is no advantage to doing half in a slower pool. Half of it being in a slower pool of memory would only slow down the whole proccess as you would have to wait for the slow half anyway or have a permant scanline. No a good tiled aproach would be to split the frame up into lets say 16 peices and then you render the first chunk and then as you render the second chunck you are moving the first chunk into main memory, and then as you are drawing the third chunck you start moving the second chunk etc. And then you combine the final frame before output. This method allows you to use the full ESRAM bandwidth for rendering without having to have the whole framebuffer in ESRAM at once. However that does lead to some overhead from moving the chunks around, and from having more overdraw (you have to render things past the boundries of the screen for various reasons and that means you would have overdraw for every chunck which adds up).But as I said games already use tiled rendering

LZ Compression isn't really bandwidth bound and has little to nothing to do with cloud proccessing. And even if it did the PS4's extra compute units in the GPU would actually be a much bigger advantage as it is massively parallel and well suited to GPGPU.

MS knew what they were doing when they added ESRAM for sure. They knew that DDR3 memory would not have nearly enough bandwidth so they needed another faster pool of memory for the GPU. And as a second memory bus on the SoC would be prohibitive they had to use a large on chip cache to make up for it.


I wouldnt bother talking to Selnor if i were you he will not listen and just keep saying "Tiling" till he is blue in the face, i dont think he has any background in tech at all.

Here is the article he quoted verbatum. 

http://gamingbolt.com/why-xbox-ones-esram-feels-limited-despite-potential-to-store-6gb-of-tiled-textures-using-dx-11-2