Há mais poder na caixa do que o esperado
So why only 32MB of ESRAM?
32MB of ESRAM was unfortunately the most they could squeeze on to the APU’s die, without starting to compromise the amount of GCN cores or CPU powerformance on the Xbox One to the point were having the extra memory would have been a waste of time.
Microsoft’s previous console, the Xbox 360 used GDDR3 memory, this ran at 1400MHZ on a 128bit bus. In addition to this 512MB of GDDR3, the Xbox 360 also had 10MB of eDRAM, providing a total of 32GB/s between the GPU and the eDRAM. This memory gave the Xbox 360 basically “free” Anti-Aliasing along with other graphical effects.
With the Xbox One, this isn’t the case – and with many gamers expecting and demanding 1080P for their next generation titles, it appears that the 32MB of ESRAM is simply insufficient to meet the needs.
Let’s talk about render targets for 1080P and how much space they take up in memory:
BLAH BLAH BLAH GREGO
Figures below using deferred rendering “…deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is “deferred” until a second pass. On the first pass of a deferred shader, data that is required for shading computation is only gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) as a series of textures. After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers, in screen space.”
PARTE QUE IMPORTA
BPP = Bytes Per Pixel (wikipedia link on color depth)
8 BPP = 15.82MB
16 BPP = 31.64MB
20 BPP = 39.55MB
24 BPP =47.46MB
28 BPP = 55.37MB
32 BPP = 63.28MB
All above figures are using 1080P (1920×1080) and without Anti-Aliasing.
To put that into perspective, a 16 BPP frame buffer, at 1280*720 is a little over 14MB. To calculate the size of a frame buffer, take the width*height*BPP then divide by 1024 twice. So for a 1080P frame buffer you’d do the following. 1920 (width) x 1080 (height) = 2073600 pixels. Then 2073600 * 16 (BPP) = 33177600 bytes. Then divide by 1024 to get KB, then do it again to get MB.
RESUMO:
So why only 32MB of ESRAM?
32MB of ESRAM was unfortunately the most they could squeeze on to the APU’s die, without starting to compromise the amount of GCN cores or CPU powerformance on the Xbox One to the point were having the extra memory would have been a waste of time.
Microsoft’s previous console, the Xbox 360 used GDDR3 memory, this ran at 1400MHZ on a 128bit bus. In addition to this 512MB of GDDR3, the Xbox 360 also had 10MB of eDRAM, providing a total of 32GB/s between the GPU and the eDRAM. This memory gave the Xbox 360 basically “free” Anti-Aliasing along with other graphical effects.
With the Xbox One, this isn’t the case – and with many gamers expecting and demanding 1080P for their next generation titles, it appears that the 32MB of ESRAM is simply insufficient to meet the needs.
Let’s talk about render targets for 1080P and how much space they take up in memory:
BLAH BLAH BLAH GREGO
Figures below using deferred rendering “…deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is “deferred” until a second pass. On the first pass of a deferred shader, data that is required for shading computation is only gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) as a series of textures. After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers, in screen space.”
PARTE QUE IMPORTA
BPP = Bytes Per Pixel (wikipedia link on color depth)
8 BPP = 15.82MB
16 BPP = 31.64MB
20 BPP = 39.55MB
24 BPP =47.46MB
28 BPP = 55.37MB
32 BPP = 63.28MB
All above figures are using 1080P (1920×1080) and without Anti-Aliasing.
To put that into perspective, a 16 BPP frame buffer, at 1280*720 is a little over 14MB. To calculate the size of a frame buffer, take the width*height*BPP then divide by 1024 twice. So for a 1080P frame buffer you’d do the following. 1920 (width) x 1080 (height) = 2073600 pixels. Then 2073600 * 16 (BPP) = 33177600 bytes. Then divide by 1024 to get KB, then do it again to get MB.
RESUMO: