Squilliam said:
MikeB said:
@ selnor
Even looking at the full system Bandwidth of PS3 it totals 48 Gbp/s. Even 360's full system bandwidth is 278 Gbp/s. But seriously dont bother. I would be absolutely fine with installing games with 4 DVD's as well. But I dont think he understands that
Your knowledge of hardware is to be shameful of and nothing to use as insult ammo. Really you add the Xenos internal bandwidth to your figures, that would be like me adding the Cell's bandwidth to the PS3 bandwidth figures (hundreds of GB/s).
Look the bandwidth to the Xenos daughter chip from the shared (with CPU) main RAM is not enough (nomatter what the Xenos' internal bandwidth is), that's the only reason why a high profile 360 exclusive like Halo 3 is only rendering in 640p with HDR but with AA at only 30 FPS. If you were correct games would simply fly on this imaginary console and run circles around gaming PCs. The EDRAM isn't there to add amazing physics or paint more enemies on screen, it's there to add effects like HDR and AA at good framerates.
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Dude! Halo 3 is rendered at 60FPS and two frames are used together to do the HDR lighting.
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Halo 3 only does (a not solid) 30 FPS, to use two smaller seperate target renders to generate 1 output imagine was probably a way to keep the game 30 FPS together with HDR.
Basically, the game could probably have been done in:
1080p, no AA and no HDR (30 FPS).
640p, no AA, HDR (30 FPS, which is the case here for Halo 3).
720p, AA, no HDR, 30 FPS.
720p, no AA, no HDR, 60 FPS.
640p, AA, no HDR, 60 FPS. (a la COD4)
The EDRam approach is cheaper than two seperate memory pools (especially compared to the low latency high speed XDR Ram used with the PS3 geared towards the Cell). That's the main reason for this approach. 10 MB EDRam is not enough for a game like Halo 3, either the 10 MB EDRam had to be much bigger or the bandwidth from main Ram to the Xenos' EDRam needed to be much better to prevent (the effects of) tiling.
This all has very little to do with physics though, we talked about earlier.