Good old Demosceners always pushing crazy tech that pushes the boundries of what is possible within their limitations.
@TheVoxelman on twitter
Good old Demosceners always pushing crazy tech that pushes the boundries of what is possible within their limitations.
@TheVoxelman on twitter


fatslob-:O said:
Just how many 4-8K textures are they going to use then ? Once you get alot of objects on screen the complexity increases. As for shin'en's over statement about memory bandwidth, there's only so much you can do with 32MB. See the reason as to why bandwidth was important in the first place was to feed the GPU otherwise functional units will start to get under utilized. TMUs, shaders, ROPS, and everything else in the GPU is exetremely dependent on it. The reason as to why the X1 wasn't able to achieve 1080p for some of multiplatform titles or exclusives has to do with the main memory bandwidth being a bottleneck. (Aside from the lowered amount of ROPS ofcourse.) How else does the GPU get fed with alot of other data ? You can not keep constantly relying on the eDRAM to feed the GPU much like how the X1 relies on the eSRAM! It has to eventually access the main memory and only the main memory because it likely has the most data being resident on it. The purpose of caching is to SAVE BANDWIDTH by storing frequently accessed data. It was not meant to COMPLETELY FEED THE GPU. Now don't get me wrong! I'm not saying that the WII U isn't capable of handling 4-8K textures but it shouldn't be able to handle it at a regular basis given that it likely has a lack of TMUs and everything else I stated before. Do not fret about this issue. There are other ways of about solving this issue like I had said before. The megatexture technology introduced by john carmack in RAGE will resolve alot of issues regarding the WII Us lack of bandwidth and TMUs by trying to only stream the required highest resolution textures for a certain assests of a scene so that it can conserve alot of texture fillrates ad bandwidth so that the level of detail gets scaled back when objects are far away while also being scaled up too where the objects near the camera will have the highest level of detail. |
Of course eDRAM is not going to completely feed the GPU completely, but it should take a big load off main RAM bandwidth.
curl-6 said:
Of course eDRAM is not going to completely feed the GPU completely, but it should take a big load off main RAM bandwidth. |
It will take a fair amount of stress off of the main memory but the WII U is likely assumed to have very litle functional units in the GPU so I guess bandwidth won't mean much in the end without the low amount of available processing power. Afterall a higher bandwidth is only required when a more powerful GPU is in presence.
In due time you'll know what I mean by the mantra "it can achieve more with less". 
Good luck to them. It'll be interesting to see how they pull off 4-8K textures. Like fatslob, I thought they might try something like the megatextures that ID used in Rage, although at the speed of the game I'm not sure how well that could work.


fatslob-:O said:
It will take a fair amount of stress off of the main memory but the WII U is likely assumed to have very litle functional units in the GPU so I guess bandwidth won't mean much in the end without the low amount of available processing power. Afterall a higher bandwidth is only required when a more powerful GPU is in presence. In due time you'll know what I mean by the mantra "it can achieve more with less". |
In due time? You found a dev willing to break NDA? :p
| Scoobes said: Good luck to them. It'll be interesting to see how they pull off 4-8K textures. Like fatslob, I thought they might try something like the megatextures that ID used in Rage, although at the speed of the game I'm not sure how well that could work. |
It'll work, trust me. 
The graphical display is not continuous per se but it is discrete in framerates. Megatextures work based off of distance calculations from the camera to the tile of the texture. The tiles with the least distance between the camera will have the highest resolution streamed to the memory whereas everything further away from the camera will have lower texture resolutions being streamed to the memory.
curl-6 said:
In due time? You found a dev willing to break NDA? :p |
Not exactly what I meant.
No formula of how the guy calculated the edram bandwidth yet?
very interersting that he fails to provide more bandwidth with 32 megabytes of newer edram compared to how much one can get with 4 megabytes of embedded memory of the old gamecube, are you sure this guy is a tech expert?
fatslob-:O said:
They should atleast try to get a blockbuster hit so that nintendo can justify buying them. |
I agree with this, although it's not like Shin'en is incapable of making awesome games. Case in point: Art of Balance.
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| megafenix said: No formula of how the guy calculated the edram bandwidth yet? very interersting that he fails to provide more bandwidth with 32 megabytes of newer edram compared to how much one can get with 4 megabytes of embedded memory of the old gamecube, are you sure this guy is a tech expert? |
Are you sure your not some Alt account of eyeofcore ? BTW If you want to know so badly you DON'T add bandwidths of different memory subsystems.