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Forums - Microsoft Discussion - Digital Foundry: The Complete Xbox One architects Interview

ethomaz said:
selnor1983 said:

Something interesting is that Voxel Cone Tracing. I remember some developers saying only Xbox One can do it. I think that changes the way games are made. No?

Microsoft confirmed Xbox One will have full DX11.2 which fully utilises Voxel Cone Tracing. Ray Tracing has never been implemented in console gaming or realy PC's at all. The way games are designed now with textures etc is way different. But Ray Tracing wold change visuals forever. They are where Developers idealy want to be. It is so superior.

 

Realtime raytracing is impossible to any actual hardware released in the world... I'm not even putting consoles in this one.

Now about Voxel Cone Tracing is a algorithm devivated from the Raytracing that replaces the rays with thick rays... so it is not raytracking... it is a trick to simulate the Raytracking. I don't need to say that one is possible in consoles games and Sony already showed a demo using it.

But even so it was demanding... so they changed it to get better performance with similar result.

Project Spark is using Voxels already instead of Polygons.

To get round the original UE4 method????

Instead of using voxels to store the data, they're using a 3D texture. Like a cube, or a voxel, but stored as an array of 2D textures. Now it was fast, but this had some problems of its own.


The 3D textures were big and required a lot of memory. To fix this partial resident textures are being used. Partial Resident textures are where it chops up an enormous texture into tiny little tiles, and streams only what is needed, saving both RAM and bandwidth.

 So powerful you can store textures as big as 3GB in 16MB of RAM(or eSRAM?).

 DirectX 11.2 and the X1 chip architecture is built for doing partial resident resources in hardware. Removes the limitations other software implementations had, which held some engines back, such as John Carmack's Rage.

The X1's architecture and data move engines have tile and untile features natively, in hardware.

Both AMD GPUs in PS4 and Xbox One support partial resident textures, but we know for a fact Microsoft added additional dedicated hardware in the X1 architecture to focus on this area beyond AMD's standard implementations. Where Sony did not.



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selnor1983 said:

The software DX 11.2 wasnt implemented fully until June this year for Xbox One. UE4 wasnot able to take advantage of this software upgrade for Xbox One. Theres no rason why it cant be added in the future.

It was a big hit at Siggraph and Unreal Engine 4 was initially based on it. Turns out they eventually had to strip it out(quietly) due to them not being able to get it up to speed on next generation consoles and mid-range PC's. However, There's also a plugin for Unity and it runs quite well. The data was being stored in a Sparse Voxel Octree. A 3D, layered, voxel grid. Traversing this grid is very slow.

To get roun this original UE4 method????

Instead of using voxels to store the data, they're using a 3D texture. Like a cube, or a voxel, but stored as an array of 2D textures. Now it was fast, but this had some problems of its own.


The 3D textures were big and required a lot of memory. To fix this partial resident textures are being used. Partial Resident textures are where it chops up an enormous texture into tiny little tiles, and streams only what is needed, saving both RAM and bandwidth.

 So powerful you can store textures as big as 3GB in 16MB of RAM(or eSRAM?).

 DirectX 11.2 and the X1 chip architecture is built for doing partial resident resources in hardware. Removes the limitations other software implementations had, which held some engines back, such as John Carmack's Rage.

The X1's architecture and data move engines have tile and untile features natively, in hardware.

Both AMD GPUs in PS4 and Xbox One support partial resident textures, but we know for a fact Microsoft added additional dedicated hardware in the X1 architecture to focus on this area beyond AMD's standard implementations. Where Sony did not.

MS talked about partial resident resources in their DirectX build conference. They explained the move to partial resident resources as a solution. It just might end up being even more important than originally believed. And more recently an unnamed third party developer is touting better ray tracing capabilities on the X1:


Xbox One does, however, boast superior performance to PS4 in other ways. “Let’s say you are using procedural generation or raytracing via parametric surfaces – that is, using a lot of memory writes and not much texturing or ALU – Xbox One will be likely be faster,” said one developer.
http://www.edge-online.com/news/pow...erences-between-ps4-and-xbox-one-performance/

DirectX11.2 was only recently unveiled earlier this year. No launch games would have been designed for this. Partial resident textures are still a fairly new technique, and just now getting supported in hardware. Voxel cone ray tracing is also a fairly new implementation. And the alternative of using 3D texture along with partially resident textures is even newer, and not many have attempted it. Developers will certainly need time to start messing around with both.



No excuses and I don't want to keep hearing more rubbish from you especially considering the fact that you likely don't understand any of this terminology like ethomaz or adinnieken. 

BTW the API wasn't stopping the guys from epic games from being able to impliment SVOGI on the gtx 680 so why should they have trouble trying to port it to the xbone considering they were able to do it on the PS4. 



fatslob-:O said:
selnor1983 said:

The software DX 11.2 wasnt implemented fully until June this year for Xbox One. UE4 wasnot able to take advantage of this software upgrade for Xbox One. Theres no rason why it cant be added in the future.

It was a big hit at Siggraph and Unreal Engine 4 was initially based on it. Turns out they eventually had to strip it out(quietly) due to them not being able to get it up to speed on next generation consoles and mid-range PC's. However, There's also a plugin for Unity and it runs quite well. The data was being stored in a Sparse Voxel Octree. A 3D, layered, voxel grid. Traversing this grid is very slow.

To get roun this original UE4 method????

Instead of using voxels to store the data, they're using a 3D texture. Like a cube, or a voxel, but stored as an array of 2D textures. Now it was fast, but this had some problems of its own.


The 3D textures were big and required a lot of memory. To fix this partial resident textures are being used. Partial Resident textures are where it chops up an enormous texture into tiny little tiles, and streams only what is needed, saving both RAM and bandwidth.

 So powerful you can store textures as big as 3GB in 16MB of RAM(or eSRAM?).

 DirectX 11.2 and the X1 chip architecture is built for doing partial resident resources in hardware. Removes the limitations other software implementations had, which held some engines back, such as John Carmack's Rage.

The X1's architecture and data move engines have tile and untile features natively, in hardware.

Both AMD GPUs in PS4 and Xbox One support partial resident textures, but we know for a fact Microsoft added additional dedicated hardware in the X1 architecture to focus on this area beyond AMD's standard implementations. Where Sony did not.

MS talked about partial resident resources in their DirectX build conference. They explained the move to partial resident resources as a solution. It just might end up being even more important than originally believed. And more recently an unnamed third party developer is touting better ray tracing capabilities on the X1:


Xbox One does, however, boast superior performance to PS4 in other ways. “Let’s say you are using procedural generation or raytracing via parametric surfaces – that is, using a lot of memory writes and not much texturing or ALU – Xbox One will be likely be faster,” said one developer.
http://www.edge-online.com/news/pow...erences-between-ps4-and-xbox-one-performance/

DirectX11.2 was only recently unveiled earlier this year. No launch games would have been designed for this. Partial resident textures are still a fairly new technique, and just now getting supported in hardware. Voxel cone ray tracing is also a fairly new implementation. And the alternative of using 3D texture along with partially resident textures is even newer, and not many have attempted it. Developers will certainly need time to start messing around with both.



No excuses and I don't want to keep hearing more rubbish from you especially considering the fact that you likely don't understand any of this terminology like ethomaz or adinnieken. 

BTW the API wasn't stopping the guys from epic games from being able to impliment SVOGI on the gtx 680 so why should they have trouble trying to port it to the xbone considering they were able to do it on the PS4. 

I do follow technology alot.

Mid range PC's also struggled. PS4 stuggled because it relied entirely on software implementation. MIcrosoft has built it into its hardware. Those Move engines ( co processors ) are native harware that tile and untile. Xbox ONe has this built into its design. Nvidia and AMD are providing hardware for this in PC's also. This is great news for us as gamers. And ayone who wants to see real graphical leaps. But its not been used in game creating before. Hardware hasnt been built around this before.



selnor1983 said:
fatslob-:O said:
selnor1983 said:

The software DX 11.2 wasnt implemented fully until June this year for Xbox One. UE4 wasnot able to take advantage of this software upgrade for Xbox One. Theres no rason why it cant be added in the future.

It was a big hit at Siggraph and Unreal Engine 4 was initially based on it. Turns out they eventually had to strip it out(quietly) due to them not being able to get it up to speed on next generation consoles and mid-range PC's. However, There's also a plugin for Unity and it runs quite well. The data was being stored in a Sparse Voxel Octree. A 3D, layered, voxel grid. Traversing this grid is very slow.

To get roun this original UE4 method????

Instead of using voxels to store the data, they're using a 3D texture. Like a cube, or a voxel, but stored as an array of 2D textures. Now it was fast, but this had some problems of its own.


The 3D textures were big and required a lot of memory. To fix this partial resident textures are being used. Partial Resident textures are where it chops up an enormous texture into tiny little tiles, and streams only what is needed, saving both RAM and bandwidth.

 So powerful you can store textures as big as 3GB in 16MB of RAM(or eSRAM?).

 DirectX 11.2 and the X1 chip architecture is built for doing partial resident resources in hardware. Removes the limitations other software implementations had, which held some engines back, such as John Carmack's Rage.

The X1's architecture and data move engines have tile and untile features natively, in hardware.

Both AMD GPUs in PS4 and Xbox One support partial resident textures, but we know for a fact Microsoft added additional dedicated hardware in the X1 architecture to focus on this area beyond AMD's standard implementations. Where Sony did not.

MS talked about partial resident resources in their DirectX build conference. They explained the move to partial resident resources as a solution. It just might end up being even more important than originally believed. And more recently an unnamed third party developer is touting better ray tracing capabilities on the X1:


Xbox One does, however, boast superior performance to PS4 in other ways. “Let’s say you are using procedural generation or raytracing via parametric surfaces – that is, using a lot of memory writes and not much texturing or ALU – Xbox One will be likely be faster,” said one developer.
http://www.edge-online.com/news/pow...erences-between-ps4-and-xbox-one-performance/

DirectX11.2 was only recently unveiled earlier this year. No launch games would have been designed for this. Partial resident textures are still a fairly new technique, and just now getting supported in hardware. Voxel cone ray tracing is also a fairly new implementation. And the alternative of using 3D texture along with partially resident textures is even newer, and not many have attempted it. Developers will certainly need time to start messing around with both.



No excuses and I don't want to keep hearing more rubbish from you especially considering the fact that you likely don't understand any of this terminology like ethomaz or adinnieken. 

BTW the API wasn't stopping the guys from epic games from being able to impliment SVOGI on the gtx 680 so why should they have trouble trying to port it to the xbone considering they were able to do it on the PS4. 

I do follow technology alot.

Mid range PC's also struggled. PS4 stuggled because it relied entirely on software implementation. MIcrosoft has built it into its hardware. Those Move engines ( co processors ) are native harware that tile and untile. Xbox ONe has this built into its design. Nvidia and AMD are providing hardware for this in PC's also. This is great news for us as gamers. And ayone who wants to see real graphical leaps. But its not been used in game creating before. Hardware hasnt been built around this before.

Do you even know what the move engines and eSRAM are there for ? (Note: I'm willing to bet that you most likely don't know what those things do.) 



drkohler said:

I still can't figure out their memory bandwidth numbers and data path layout by that interview.
A lot of extremely obfuscating descriptions and weird logic in that context (I could also say he is downwright lying at some points but maybe they have invented/implemented completely new technology). In my books, the maximum theoretical bandwidth is 149 (or 178?) GByte/s, but it's been 30 years or so since I designed memory controller circuitry...

xb1 can do more than ps4 140-150 from esram plus 50 55 from ddr3 equals 190-205 it has been confirmed from the last digital foundry XB1 artcle before this you can add both together

Digital Foundry: So 140-150GB/s is a realistic target and you can integrate DDR3 bandwidth simultaneously?

Nick Baker: Yes. That's been measured.

 

from other article

You can add that to the external memory and say that that probably achieves in similar conditions 50-55GB/s and add those two together you're getting in the order of 200GB/s across the main memory and internally."

So 140GB-150GB is a realistic target and DDR3 bandwidth can really be added on top?

"Yes."


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fatslob-:O said:

(Note: I'm willing to bet that you most likely don't know what those things do.)

I'm thinking that some people are still searching for the "secret sauce" that makes XBox One superior..

And for Selnor: "DirectX 11.2 and the X1 chip architecture is built for doing partial resident resources in hardware."

Please read AMD's white paper on their gcn gpus http://www.amd.com/us/Documents/GCN_Architecture_whitepaper.pdf (both new consoles are built upon gcn) - PRT hardware is actually a hardware feature of every gcn-type gpu.

(Somehow I'm getting a nagging thought than MS counts the two DMA controllers in the gpu as "DME processors", so essentially the PS4 would also have "two DME processors"....)

"So powerful you can store textures as big as 3GB in 16MB of RAM(or eSRAM?)." - No hardware in the world can do this (it's actually up to 32TBytes), what it really means the gcn-type gpus can stream required textures in 64kByte pieces into its corresponding cache.

There are other things you don't quite seem to understand and I agree with fatslob's conclusion...



drkohler said:

I still can't figure out their memory bandwidth numbers and data path layout by that interview.
A lot of extremely obfuscating descriptions and weird logic in that context (I could also say he is downwright lying at some points but maybe they have invented/implemented completely new technology). In my books, the maximum theoretical bandwidth is 149 (or 178?) GByte/s, but it's been 30 years or so since I designed memory controller circuitry...

How old are you...

Also, quite a lot has changed in 30 years, I would think. Quite a lot...

PS - I mean no offense regarding the age comment, only joking around



BHR-3 said:
drkohler said:

I still can't figure out their memory bandwidth numbers and data path layout by that interview.
A lot of extremely obfuscating descriptions and weird logic in that context (I could also say he is downwright lying at some points but maybe they have invented/implemented completely new technology). In my books, the maximum theoretical bandwidth is 149 (or 178?) GByte/s, but it's been 30 years or so since I designed memory controller circuitry...

...Nick Baker: Yes. That's been measured.

You are referencing the same single interview which boils down to the Leadbetter interview, which floats around the internet in various abbreviated versions. Again, in any versions of this interview, there are VERY questionable numbers and hardware properties raised by MrBaker (and I wonder how they measured their numbers). I do not doubt at all that some numbers can be added (given the right conditions) or that esram can be read and written to concurrently (again given the right conditions). As long as I don't see a satisfactory explanation how they got their numbers, I cast serious doubts on some of them.



drkohler said:
fatslob-:O said:

(Note: I'm willing to bet that you most likely don't know what those things do.)

I'm thinking that some people are still searching for the "secret sauce" that makes XBox One superior..

And for Selnor: "DirectX 11.2 and the X1 chip architecture is built for doing partial resident resources in hardware."

Please read AMD's white paper on their gcn gpus http://www.amd.com/us/Documents/GCN_Architecture_whitepaper.pdf (both new consoles are built upon gcn) - PRT hardware is actually a hardware feature of every gcn-type gpu.

(Somehow I'm getting the slight suspiscion than MS counts the two DMA controllers in the gpu as "DME processors", so essentially the PS4 would also have "two DME controllers"....)

"So powerful you can store textures as big as 3GB in 16MB of RAM(or eSRAM?)." - No hardware in the world can do this (it's actually up to 32TBytes), what it really means the gcn-type gpus can stream required textures in 64kByte pieces into its corresponding cache.

There are other things you don't quite seem to understand and I agree with fatslob's conclusion...

I know what PRT's do. It's essentially hardware implimented megatextures. The only game to feature this is RAGE as far as I know. 

And LOL about the part being able to store 3GB of textures into a puny ass 32mb of cache but yeah that's essentially what PRT's do, they will cut up the games texture file into smaller tiles in order to stream the highest resolution textures relative to the distance of the camera. This allows for a dynamic level of detail when the least amount of details are needed for very far away objects and highest amount of details when the camera is getting closer to the objects.