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People always assume eSRAM is the main bottleneck to reach 1080p, but we have to take into account some other parts as well. Usually the first limitation you hit in a rendering pipeline is bandwidth, and i mean main bandwidth. Then if you design your game for multiplat, especially your shaders, let's say your your shaders length is around 800, you can't do it in a single pass with 768sp (worst case scenario) so your first bottleneck will be your sheer power of shader computing as you ll have to wait for the next cycle to finish all your shaders computation. That's exactly the kind of dilemma you re dealing in multiplat and when people say they re exploiting one or another console. Which one is the target that will be exploited in full speed, defined number of pass/cycle. Does your assets are colsely fitted for each consoles ? You tend to make the same assets since it's multiplat otherwise it would defeat the purpose of making the same game for different plateform (even more problematic with crossgen)
On the other hand on PS4 or more capable gpu will eventually do it in one pass (in the example it would), or even in half a pass on very high end gpus and that changes a lot of thing in terms of performance, framerate/resolution you can reach. eSRAM sets some limit for sure, but lets not forget some other aspect. The X1 also have less main bandwidth, less rops, less TMUs, less shader processors,..More eSRAM would have helped but it would still produce "inferior" results.