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Forums - Gaming Discussion - Memory Bandwith!!!

@ fazz

Improves bandwidth/speed, but not enough to reach near optimal efficiency (like the Cell can). The root of many effieciency problems lie far deeper.

You can upgrade your car with a better engine and new tires, but it will never get us on mars.



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales

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bodhi14 said:

Many game developers (not pointing figures) have used a percentage of a console's performance to try to hype up the performance of their game. Some developers have stated numbers near or even at 100%, which to me sounds pretty far-fetched. One reason: although current-gen consoles have amazing CPUs, the memory can't keep it fed. A crazy expensive CPU is pretty useless when the memory can only feed it data a fraction of the time. What I wonder is, when will console manufacturers focus more on memory bandwith and try to reduce the memory bottleneck? What technology could help improve memory bandwith?

I have been thinking about this one as even PC:s have bandwidth problems with multicore processors. Multilayer cache would be quite nice solution. First layer with very high bandwidth and small memory. Next layer with larger mem and high bandwidth etc. Its more cost efficient than just improving bandwidth and actually its used already but with two layers(cache + main mem).

MikeB:

Haha... Stop spinning that crap. Youre just making fool out of yourself. :D



MikeB said:
LordTheNightKnight said:
The thread started with a simple question, but predictably fell into pointless dick measuring.

In any case considering posting history I don't think you're in the position of being pedantic on this.

pedant

1obsolete : a male schoolteacher2 a: one who makes a show of knowledge b: one who is unimaginative or who unduly emphasizes minutiae in the presentation or use of knowledge c: a formalist or precisionist in teaching

Making a simple declaration is not pedantic. What you are doing fits that better, which is why I've been declaring it pointless for quite some time.


A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

MikeB said:
Electro General said:
ssj12 said:
Tyrannical said:
ssj12 said:
DDR3 @ 2000MHz with three channels is plenty.

 

 

No, it's not.

22.4GBS memory bandwidth sounds like a lot, but it's not enough to do complex graphical operations like HDR, alpha-blending, and anti-aliasing at 30/60 fps.

The 360 does most of that in the 10MB frame buffer, and it has a 256GBS of memory bandwidth between the frame buffer and GPU.

 

let me ask, are we talking dedicated integrated memory or system memory?

DDR3 is the highest we can have for system memory.

DDR5 is the highest for intergrated memory.

You really dont know what your talking about.

MikeB said:

Tyrannical said:
ssj12 said:
DDR3 @ 2000MHz with three channels is plenty.

No, it's not.

22.4GBS memory bandwidth sounds like a lot, but it's not enough to do complex graphical operations like HDR, alpha-blending, and anti-aliasing at 30/60 fps.

The 360 does most of that in the 10MB frame buffer, and it has a 256GBS of memory bandwidth between the frame buffer and GPU.

It's not like the Xenos can handle all of that, this due to tiling issues. 10 MB is not enough to fit 720p graphics with Anti-aliasing, that's why demanding 720p games run at 30 FPS instead of 60 FPS. However 640p can fit into EDRAM with anti-aliasing, so a game like Call of Duty 4 can run at 60 FPS.

HDR together with Anti-aliasing is not really an option on the 360 due to tiling issues at HD resolutions. That's why Halo 3 is only 640p and lacking Anti-aliasing, running at an unsteady 30 FPS. Bungie did not lack funds or expertise. But for example Killzone 2's lighting is far more advanced, with more effects, this at 720p with anti-aliasing and a rock solid 30 FPS (they still have a lot of technical headroom though, for a Killzone 3).

LOL WUT?

You do realize that most modern games use some form of HDR rendering.

You mean LDR and the Xenos' FP10 MDR mode (Halo 3 is an exception).

 

You're full of shit.

The FP10 mode does do HDR, albeit with some limitations.

But hey, if you want to make up imaginary technical terms, like MDR, then go for it.



@ Electro General

To quote Quaz51 from Beyond3D (often referred to as Beyond3D's local pixel counter of Halo 3 is 640p fame):

"for simulate HDR lighting on X360 games use generally FP10 (except Halo3 ) but FP10 isn't really HDR, it's rather MDR precision. "

Nobody at Beyond3D seemed to care about this comment though. Of course it seems more easily upset little kids post here.



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales

Around the Network
MikeB said:
@ Electro General

To quote Quaz51 from Beyond3D (often referred to as Beyond3D's local pixel counter of Halo 3 is 640p fame):

"for simulate HDR lighting on X360 games use generally FP10 (except Halo3 ) but FP10 isn't really HDR, it's rather MDR precision. "

Nobody at Beyond3D seemed to care about this comment though. Of course it seems more easily upset little kids post here.

He used MDR as a way of explaining how FP10 lacks precision in the simplest way possible. In other words you're using something colloquial as a technical argument.

Show me a developer who has used the term MDR, or anywhere else this term is used outside of informal discussion on internet message boards.

Of course you should know that any form of rendering where the dynamic range is greater than that of the display is HDR. Then again you're lack of knowledge on certain things continues to surprise me.

 



MikeB said:
@ selnor

On a Technical note, RFG is the most impressive tech for me.


I think that's going to one of the technically more impressive multi-platform games, the devs said they are maxed out on the 360 in terms of what they can do. But technically Killzone 2 goes much further from many different standpoints.

Well you seem misinformed. They have struggled even more with the PS3 version. Barely making it run initially due to the memory.

http://www.vgchartz.com/forum/thread.php?id=55476&page=2

Read OP.

 



@ selnor

The linked post I agree with:

"So what exactly is XDR ram? Here are some of the highlights:

* XDR makes PS3 super effiecient
* XDR aids in faster cache mapping, both direct and indirect
* XDR ram works by a pointer to pointer technology and needs very small buswidth for execution
* XDR is not just faster than GDDR3 but it is much more efficient
* XDR RAM works by breaking down data into several packets which prevents data loss and exceptions"

That's insightful. The Red Faction guys didn't talk about the possibility of using harddrive caching to their advantage, probably due to the Arcade 360 specifications lacking a harddrive they won't rely on this memory advantage.



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales

MikeB said:

@ selnor

The linked post I agree with:

"So what exactly is XDR ram? Here are some of the highlights:

* XDR makes PS3 super effiecient
* XDR aids in faster cache mapping, both direct and indirect
* XDR ram works by a pointer to pointer technology and needs very small buswidth for execution
* XDR is not just faster than GDDR3 but it is much more efficient
* XDR RAM works by breaking down data into several packets which prevents data loss and exceptions"

That's insightful. The Red Faction guys didn't talk about the possibility of using harddrive caching to their advantage, probably due to the Arcade 360 specifications lacking a harddrive they won't rely on this memory advantage.

My point was that they have said multiple times they have maxed out the PS3 as well with RFG. Also imo if a game like Kingdom Under Fire 2 or Killzone 2 had physics and destructible environments like RFG, they would definately not look as good as they do visually.

 



@ selnor

No way they stated they maxed out the PS3, running into some bottlenecks for which workarounds exist is not the same as maxing out the hardware. Memory usage is always a moving target, code optimisations, streaming, procedural synthesis (Cell rules at this) vs pre-baked asset memory footprints, etc all effect memory usage.

Look up how much memory the Neo Geo had compared to PCs of its time and then compare the games. Or before that compare 80s and early nineties games for the older entry model Amiga 500 vs games for top PCs with tons more memory to rely on of the time.



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales