curl-6 said:
fatslob-:O said:
curl-6 said:
fatslob-:O said:
Oh right ... The 360's eDRAM is still the better implimentation from a rendering point of view perspective.
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If they were the same size it would be, but 10MB is just too damn small. 3.2 times bigger makes a considerable difference.
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On the other hand though I have 8 more ROPs and can solve it with "tiling". Yeah I think we know what the better option is ... Having 8 more ROPs is more important than having 22mb more of eDRAM. 
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Tiling is not a magical free solution as it takes a performance hit and is less efficient than having sufficient space to begin with. Plus 360 doesn't have the luxury of having spare super-fast eDRAM to use in additional CPU/GPU tasks.
eDRAM is a bottle neck on 360, but not on Wii U.
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The performance hit of tiling is small but once it goes past 16 or so tiles it can become problematic but no developers to my knowledge have ever attempted it and most of the time they opted out using 2 or 4 tiles. Why would a CPU be important for the purposes of rendering ?
You don't know the definition of a "bottleneck" ... A bottleneck is something that limits potential on a system, not holds it back. 10mb of eDRAM is enough as it is for 720p resolutions using a tiling solution. A 720p framebuffer is around 7.3mb. The depth buffer is always of the same size as the framebuffer even when it's multisampled. 10mb of eDRAM is enough for a 720p 2x multisampled framebuffer with the depth buffer and can fit in 3 tiles.
So really when you think about it the xbox 360's solution is aguably better. 