[QUOTE="ronvalencia"]
[QUOTE="tormentos"]
Just in time textures is way older than GCN.
And that advantage that state there also apply to the PS4 which has even more ram.
So the advantage ram wise should be even bigger,you talk as if PRT was not supported on PS4 stop trying to act like that.
Any advantage in ram usage those GPU get the PS4 wouold also get them,hell even more.
tormentos
AMD GCN done it on per polygon basis and its hardware accelerated (i.e. nearly zero performance cost).
DX11.2's tiled resource has the similar spec as AMD PRT i.e. both has 64KB texture tile and 'etc'.
AMD PRT doesn't change the GPU's potential i.e. it fixes the smaller VRAM pool issue.
AMD PRT can be applied from persistent storage devices e.g. hard disk or Blu-ray, but remember the tile stream size would be smaller from hard disk and Blu-ray sources. ZLib decompression could increase effective tile stream size.
PS; DX11.2 enables the CPU to directly access GPU's memory areas.
Nothing of what you say there prove me wrong.
PRT and JIt compression can be done on PS4 period.
Your not grasping the main reason for PRT's main purpose. Sony's 8 GB GDDR5 is going the opposite of AMD PRT's main purpose and it reduced the value for having PRT.
I didn't say JIT compression can't be done on PS4 i.e. it wouldn't be a zero cost workload.
Log in to comment