FrontlineJaguar said: @drkphler tiled resources allow you to store large textures in small esram about 6-8Gb on 32mb esram which is great and helps with resolution don't believe even sniper elite dev said if you remember but I know most of people in Xbox nation remember. So 1080p is achievable easily with esram and tiled resources. f) you prove my point that sound takes 50%on one core so 50% on 1 core is increased and moreover more richer experiences can be created in terms of sound because of that chip. Devs don't need to worry about sound as it is handled by dedicated chip. |
Just two points: When was it last time you heard 300 voices (with full dsp effects) through you speaker in a game? Most likely, it wasn't even 30 voices. So the 50% usage comes down to 5-10% of a single core. By the way, "Full dsp effects" means just that, everything your Tensilia dsp delivers. And by the way, devs absolutely have to worry about sound in the XBox One, that dedicated chip doesn't work on a miracle principle, it needs data and commands just like a cpu core.
Now tiled resources. No, just no: It does not store 6-8Gbyte of textures in the 4*8MByte of esram. I don't know where people get that bizarre idea from. So here it goes, simplified: You have this huge, say 2GByte, texture and the gpu needs to operate on it. (If your texture is reeeeally big, you have a problem because you then have to stream from a HD which is an additional pain, so we leave that case out of the discussion). What you do with tiled resources (the gcn mem controllers in the gpu do neat tiles stuff, too, but we leave that out as well) is roughly:
a) Dma a suitable part of the huge texture into hi-speed ram and let the gpu work on that part. The gpu doesn't really know beforehand what part of the large texture it needs so it is up to you, the programmer, to make sure the right part of the large texture is in the fast ram. If you master that, you can dma the next part of the large texture into esram while the gpu is working on the current part, and so on, ad nauseum, until your "frame stands". Conclusions:
1. If you botch up the "right parts" streaming, your perfomance is going to tank. So you better make sure you get that right.
2. Your available esram memory is reduced by at least 2 parts of texture (at least the one you are working on and the next one you are dma-ing in. Notice this has some consequences on where the various parts are stored in the esram but luckily the 4*8MB esram has four independant memory controllers).
3. Due to 2. you now have LESS esram memory available for buffers. Increasing the resolution will (greatly) increase the memory required for buffers in esram. With less esram available due to texture parts, you might be in trouble earlier than you think.