Xbox One OWNS the PS4 with a technique called "Tiled Resources"

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RR360DD

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#101 RR360DD
Member since 2011 • 14099 Posts

[QUOTE="RR360DD"]I guess thats what happens when Sony just grabs off the shelf parts and slaps its together to make a console :cool:tormentos

 

So where can i grab an off the shelf 8 core jaguar APU with a 78XX GPU,and 8GB of GDDR5.?

 

:lol:

 

Keep eating anything MS feed you,and you will have diarrhea in the brain.

 

If anything the xbox one is more off the shelf,DDR3,less custom GPU.

You can't anymore. All that hardware is outdated now, shops are stocking bigger and better things :cool:

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tormentos

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#102 tormentos
Member since 2003 • 33793 Posts

HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me upziggyww

 

This is the reason why sony say the PS4 GPU had features over DirectX1.1+,OpenGL has support this for ages and MS arrived now,is one of those ways were DirectX get in the way,if all developers were using OpenGL they would be using PRT for a long time ago,and lemmings ask them self why DirectX is a rock in the middle of developers road.

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btk2k2

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#103 btk2k2
Member since 2003 • 440 Posts

Gosh, if only my PC had Move engines.  I could use DDR2 forever!

Shewgenja
Bah with these magic move engines of instant data transfer we can stick with SDR and 56K dial up modems.
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tormentos

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#104 tormentos
Member since 2003 • 33793 Posts

If the data transfer between the DDR3 and the ESRAM is instant why not do away with the ESRAM and have instant data transfer from the DDR3 direct to the GPU.... Oh wait it does not work like that!!! Bandwidth does not make a huge difference to PRT. PRT is a way to more efficiently use the pool of memory you have so you can get higher resolution textures into a smaller Vram pool.btk2k2

 

 

They actually believe that 32MB of ESRAM will make that DDR3 work like GDDR5..:lol:

 

Exactly which i why i told Ron that it would also work on PS4,but he also refuses to admit it,and some think like this,Superclocked has actually copy some of the stupid things Ronvalencia say.

 

 

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superclocked

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#105 superclocked
Member since 2009 • 5864 Posts
[QUOTE="Shewgenja"]

Gosh, if only my PC had Move engines.  I could use DDR2 forever!

btk2k2
Bah with these magic move engines of instant data transfer we can stick with SDR and 56K dial up modems.

Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...
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tormentos

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#106 tormentos
Member since 2003 • 33793 Posts

[QUOTE="Shewgenja"]

Gosh, if only my PC had Move engines.  I could use DDR2 forever!

btk2k2

Bah with these magic move engines of instant data transfer we can stick with SDR and 56K dial up modems.

 

I wonder why GPU makers move to the more expensive GDDR5,is ESRAM which is cheap and move engines will make DDR3 work faster..

 

Oh those dumb GPU makers when will they learn from MS cheap way..:lol:

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superclocked

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#107 superclocked
Member since 2009 • 5864 Posts

[QUOTE="btk2k2"]If the data transfer between the DDR3 and the ESRAM is instant why not do away with the ESRAM and have instant data transfer from the DDR3 direct to the GPU.... Oh wait it does not work like that!!! Bandwidth does not make a huge difference to PRT. PRT is a way to more efficiently use the pool of memory you have so you can get higher resolution textures into a smaller Vram pool.tormentos

 

 

They actually believe that 32MB of ESRAM will make that DDR3 work like GDDR5..:lol:

 

Exactly which i why i told Ron that it would also work on PS4,but he also refuses to admit it,and some think like this,Superclocked has actually copy some of the stupid things Ronvalencia say.

 

 

I have not copied one thing that ron said. He said never once mentioned how the move engines would give the XBox One superior partial resonance texturing. But that fact is, the 32MB of L4 cache, custom texture compression hardware, and move engines will negate the GDDR5 advantage, like it or not...
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btk2k2

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#108 btk2k2
Member since 2003 • 440 Posts
[QUOTE="btk2k2"][QUOTE="Shewgenja"]

Gosh, if only my PC had Move engines.  I could use DDR2 forever!

superclocked
Bah with these magic move engines of instant data transfer we can stick with SDR and 56K dial up modems.

Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...

PRT is not BANDWIDTH dependant. It does not matter if you can move data from A to B instantly because PRT does not require excessive bandwidth. What PRT does is it takes huge textures, crops out the bits that the frame the GPU is rendering does not need so that they use up less Vram. That way with say 1GB of Vram on a low end part you can more detailed textures than you would normally get away with.
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superclocked

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#109 superclocked
Member since 2009 • 5864 Posts

[QUOTE="btk2k2"][QUOTE="Shewgenja"]

Gosh, if only my PC had Move engines.  I could use DDR2 forever!

tormentos

Bah with these magic move engines of instant data transfer we can stick with SDR and 56K dial up modems.

 

I wonder why GPU makers move to the more expensive GDDR5,is ESRAM which is cheap and move engines will make DDR3 work faster..

 

Oh those dumb GPU makers when will they learn from MS cheap way..:lol:

Why don't current GPU's use volatile bit markers to improve concurrent GPU compute and stream processor performance? Because going by your logic, this PS4 advantage is inferior because it is not implimented in current GPU architectures...
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btk2k2

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#110 btk2k2
Member since 2003 • 440 Posts
[QUOTE="tormentos"]

[QUOTE="btk2k2"]If the data transfer between the DDR3 and the ESRAM is instant why not do away with the ESRAM and have instant data transfer from the DDR3 direct to the GPU.... Oh wait it does not work like that!!! Bandwidth does not make a huge difference to PRT. PRT is a way to more efficiently use the pool of memory you have so you can get higher resolution textures into a smaller Vram pool.superclocked

 

 

They actually believe that 32MB of ESRAM will make that DDR3 work like GDDR5..:lol:

 

Exactly which i why i told Ron that it would also work on PS4,but he also refuses to admit it,and some think like this,Superclocked has actually copy some of the stupid things Ronvalencia say.

 

 

I have not copied one thing that ron said. He said never once mentioned how the move engines would give the XBox One superior partial resonance texturing. But that fact is, the 32MB of L4 cache, custom texture compression hardware, and move engines will negate the GDDR5 advantage, like it or not...

ROFL @ Partial resonance texturing. Oh shit Gordon we have a resonance cascade. PRT is Partially Resident Textures, which is exposed in OGL as AMD_sparse_texture.
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tormentos

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#111 tormentos
Member since 2003 • 33793 Posts

Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...superclocked

 

Actually you are not smart enough to understand that MS chose ESRAM as a patch for bandwidth problems do to them chosing cheap DDR3 over GDDR5.

 

Nor move engines or ESRAM will magically inject flops into the xbox one,PRT is a feature of GCN which the majority is based on GDDR5 memory,without any ESRAM help,PRT were not created for ESRAM.

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superclocked

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#112 superclocked
Member since 2009 • 5864 Posts
[QUOTE="btk2k2"][QUOTE="superclocked"][QUOTE="btk2k2"] Bah with these magic move engines of instant data transfer we can stick with SDR and 56K dial up modems.

Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...

PRT is not BANDWIDTH dependant. It does not matter if you can move data from A to B instantly because PRT does not require excessive bandwidth. What PRT does is it takes huge textures, crops out the bits that the frame the GPU is rendering does not need so that they use up less Vram. That way with say 1GB of Vram on a low end part you can more detailed textures than you would normally get away with.

Who said anything about bandwidth? Bandwidth =/= speed. The ability to quickly move data between the 32MB of L4 cache and unified RAM will greatly improve PRT performance...
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btk2k2

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#113 btk2k2
Member since 2003 • 440 Posts
[QUOTE="btk2k2"][QUOTE="superclocked"]Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...superclocked
PRT is not BANDWIDTH dependant. It does not matter if you can move data from A to B instantly because PRT does not require excessive bandwidth. What PRT does is it takes huge textures, crops out the bits that the frame the GPU is rendering does not need so that they use up less Vram. That way with say 1GB of Vram on a low end part you can more detailed textures than you would normally get away with.

Who said anything about bandwidth? Bandwidth =/= speed. The ability to quickly move data between the 32MB of L4 cache and unified RAM will greatly improve PRT performance...

Bandwidth is speed you numpty. It is literally the speed at which you can move data over a bus. It is Quantity / Time.
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superclocked

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#114 superclocked
Member since 2009 • 5864 Posts

[QUOTE="superclocked"]Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...tormentos

 

Actually you are not smart enough to understand that MS chose ESRAM as a patch for bandwidth problems do to them chosing cheap DDR3 over GDDR5.

 

Nor move engines or ESRAM will magically inject flops into the xbox one,PRT is a feature of GCN which the majority is based on GDDR5 memory,without any ESRAM help,PRT were not created for ESRAM.

That is one reason, yes. But it is not the only reason.. And Microsoft chose 8GB of DDR3 because they knew that they would not be able to get enough GDDR5 by launch to use 8GB.. "inject flops" The more that I read your posts, the more that I realize that you do not actually know as much as you let on...
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Granny_Spanked

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#115 Granny_Spanked
Member since 2013 • 1341 Posts
Lol Baurus thread
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ronvalencia

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#116 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ziggyww"]HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me uptormentos

 

This is the reason why sony say the PS4 GPU had features over DirectX1.1+,OpenGL has support this for ages and MS arrived now,is one of those ways were DirectX get in the way,if all developers were using OpenGL they would be using PRT for a long time ago,and lemmings ask them self why DirectX is a rock in the middle of developers road.

AMD's OpenGL PRT is a vendor specific extension and it's not part of the official OpenGL standard.
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Shewgenja

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#117 Shewgenja
Member since 2009 • 21456 Posts
[QUOTE="Shewgenja"]

Gosh, if only my PC had Move engines.  I could use DDR2 forever!

btk2k2
Bah with these magic move engines of instant data transfer we can stick with SDR and 56K dial up modems.

I think I'll dust off my 386 at my mom's house and see if I can put some move engines in it. I'll take screenshots of Crysis running on it!
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btk2k2

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#118 btk2k2
Member since 2003 • 440 Posts
[QUOTE="tormentos"]

[QUOTE="ziggyww"]HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me upronvalencia

 

This is the reason why sony say the PS4 GPU had features over DirectX1.1+,OpenGL has support this for ages and MS arrived now,is one of those ways were DirectX get in the way,if all developers were using OpenGL they would be using PRT for a long time ago,and lemmings ask them self why DirectX is a rock in the middle of developers road.

AMD's OpenGL PRT is a vendor specific extension and it's not part of the official OpenGL standard.

Well thats obvious since the function is AMD_sparse_texture. Besides I am not aware of an Nvidia or Intel hardware equivalent for there to be a standard.
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superclocked

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#119 superclocked
Member since 2009 • 5864 Posts
[QUOTE="btk2k2"][QUOTE="superclocked"][QUOTE="btk2k2"] PRT is not BANDWIDTH dependant. It does not matter if you can move data from A to B instantly because PRT does not require excessive bandwidth. What PRT does is it takes huge textures, crops out the bits that the frame the GPU is rendering does not need so that they use up less Vram. That way with say 1GB of Vram on a low end part you can more detailed textures than you would normally get away with.

Who said anything about bandwidth? Bandwidth =/= speed. The ability to quickly move data between the 32MB of L4 cache and unified RAM will greatly improve PRT performance...

Bandwidth is speed you numpty. It is literally the speed at which you can move data over a bus. It is Quantity / Time.

I should have said that speed is not the only thing that is expressed through the word bandwidth. It is representative of how much data you can move in a given timeframe...
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ronvalencia

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#120 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="superclocked"]Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...tormentos

 

Actually you are not smart enough to understand that MS chose ESRAM as a patch for bandwidth problems do to them chosing cheap DDR3 over GDDR5.

 

Nor move engines or ESRAM will magically inject flops into the xbox one,PRT is a feature of GCN which the majority is based on GDDR5 memory,without any ESRAM help,PRT were not created for ESRAM.

AMD PRT is designed smaller/fast memory pool. AMD PRT's value is less for single speed memory pool.
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Shewgenja

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#121 Shewgenja
Member since 2009 • 21456 Posts
[QUOTE="tormentos"]

[QUOTE="superclocked"]Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...ronvalencia

 

Actually you are not smart enough to understand that MS chose ESRAM as a patch for bandwidth problems do to them chosing cheap DDR3 over GDDR5.

 

Nor move engines or ESRAM will magically inject flops into the xbox one,PRT is a feature of GCN which the majority is based on GDDR5 memory,without any ESRAM help,PRT were not created for ESRAM.

AMD PRT is designed smaller/fast memory pool. AMD PRT's value is less for single speed memory pool.

GDDR5 has dual clocks to reduce latency and the PS4 has more bandwidth to its shared memory than combined write speed from XBone's shared pool as well as its ESRam.
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tormentos

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#122 tormentos
Member since 2003 • 33793 Posts

Why don't current GPU's use volatile but markers to improve concurrent GPU compute and stream processor performance? Because going by your logic, this PS4 advantage is inferior because it is not implimented in current GPU architectures...superclocked

 

No not no sony make some very small changes because they wanted more compute jobs,GCN has 2 Aces 4 compute commands,across all GCN,on PS4 is 8 Aces 64 commands,Aces is what allow in order instructions GPU like GCN do out of order executions.

 

ESRAM is not something that was only created for xbox one,ESRAM exist outside the xbox one,what sony did to the GPU doesn't.

 

The story goes that by the time MS chose 8GB of memory because that it what they need it,GDDR5 was impossible do to density of the chips not been there yet,so there was a big chance that if MS went GDDR5 they would not have enough chips for the unit and the console would have to be even bigger do to having more memory chiops.

So MS went DDR3 which was abailable on higher density and was cheaper 2 birds one stone,but DDR is slow for today graphics,so they use ESRAM to compensate for any bandwidth problem the unit may face,the 7770 which has 1.27 TF actually a tad higher than the xbox one,only has a 72Gb/s bandwidth,so MS chose that 32MB because with the 102GB/s they would compensate.

This is the same sh** all over again an i already prove how MS say on 2005 that the xbox 360 had way superior bandwidth to the PS3,based on EDRAM which ran even faster than the xbox one, at 256Gb/s..

 

The xbox one can have 1TB bandwidth it would not matter the xbox one GPU will never ever saturate that bus,the 7770 which has similar performance has only 72GB/s bandwidth,so i don't see why MS would need 200GGb/s with that GPU performance.

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superclocked

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#123 superclocked
Member since 2009 • 5864 Posts
[QUOTE="ronvalencia"][QUOTE="tormentos"]

 

Actually you are not smart enough to understand that MS chose ESRAM as a patch for bandwidth problems do to them chosing cheap DDR3 over GDDR5.

 

Nor move engines or ESRAM will magically inject flops into the xbox one,PRT is a feature of GCN which the majority is based on GDDR5 memory,without any ESRAM help,PRT were not created for ESRAM.

Shewgenja
AMD PRT is designed smaller/fast memory pool. AMD PRT's value is less for single speed memory pool.

GDDR5 has dual clocks to reduce latency and the PS4 has more bandwidth to its shared memory than combined write speed from XBone's shared pool as well as its ESRam.

This doesn't take the move engines into account, nor the fact that the XBox One's custom texture compression hardware reduces the amount of bandwidth that is actually needed...
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btk2k2

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#124 btk2k2
Member since 2003 • 440 Posts
[QUOTE="tormentos"]

[QUOTE="superclocked"]Meh, if you are not smart enough to understand the technology and advantages that they would bring to PRT, then that's your problem...ronvalencia

 

Actually you are not smart enough to understand that MS chose ESRAM as a patch for bandwidth problems do to them chosing cheap DDR3 over GDDR5.

 

Nor move engines or ESRAM will magically inject flops into the xbox one,PRT is a feature of GCN which the majority is based on GDDR5 memory,without any ESRAM help,PRT were not created for ESRAM.

AMD PRT is designed smaller/fast memory pool. AMD PRT's value is less for single speed memory pool.

Yup. A system where you have 16GB of slow memory moving through a slow PCiE bus (8 or 16GB/s depending on if its gen 2 or gen 3) and a pool of 2GB(or more) of Vram on a fast 150GB/s+ bus. The difference in size between the large pool at the small pool is about 8x on a mid range PC. On the X1 the difference in size is 256x the size. Not so sure that AMD designed the system to work well when the Vram pool is 0.004% the size of the main memory pool. The good news though is that PRT is not really bandwidth limited so the 8GB of DDR3 should still work fine for PRT.
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ronvalencia

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#125 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="tormentos"]

This is the reason why sony say the PS4 GPU had features over DirectX1.1+,OpenGL has support this for ages and MS arrived now,is one of those ways were DirectX get in the way,if all developers were using OpenGL they would be using PRT for a long time ago,and lemmings ask them self why DirectX is a rock in the middle of developers road.

btk2k2

AMD's OpenGL PRT is a vendor specific extension and it's not part of the official OpenGL standard.

Well thats obvious since the function is AMD_sparse_texture. Besides I am not aware of an Nvidia or Intel hardware equivalent for there to be a standard.

http://developer.download.nvidia.com/opengl/specs/GL_NV_bindless_texture.txt

NVIDIA's partially resident textures like feature Since the amount of texture memory required by an application may exceed the amount of memory available to the system, this extension provides API calls allowing applications to manage overall texture memory consumption by making a texture resident and non-resident as required.

It uses shader resources.

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Shewgenja

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#126 Shewgenja
Member since 2009 • 21456 Posts
[QUOTE="superclocked"][QUOTE="Shewgenja"][QUOTE="ronvalencia"] AMD PRT is designed smaller/fast memory pool. AMD PRT's value is less for single speed memory pool.

GDDR5 has dual clocks to reduce latency and the PS4 has more bandwidth to its shared memory than combined write speed from XBone's shared pool as well as its ESRam.

This doesn't take the move engines into account, nor the fact that the XBox One's custom texture compression hardware reduces the amount of bandwidth that is actually needed...

Is this the new thing since "the power of the cloud" flopped?
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Douevenlift_bro

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#127 Douevenlift_bro
Member since 2013 • 6804 Posts

lol..lemmings...

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superclocked

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#128 superclocked
Member since 2009 • 5864 Posts
[QUOTE="Shewgenja"][QUOTE="superclocked"][QUOTE="Shewgenja"] GDDR5 has dual clocks to reduce latency and the PS4 has more bandwidth to its shared memory than combined write speed from XBone's shared pool as well as its ESRam.

This doesn't take the move engines into account, nor the fact that the XBox One's custom texture compression hardware reduces the amount of bandwidth that is actually needed...

Is this the new thing since "the power of the cloud" flopped?

The cloud is being used to create dynamic AI in games. Since the always online feature was removed, it is now very unlikely that all games will use the cloud power. But, once the entire world is connected through fiber optic connections, the cloud will indeed be able to much more amazing things than just advanced AI...
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dream431ca

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#129 dream431ca
Member since 2003 • 10165 Posts

[QUOTE="ziggyww"]HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me upsuperclocked
The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...

No no no no no. Not even close.

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ronvalencia

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#130 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="tormentos"]

Actually you are not smart enough to understand that MS chose ESRAM as a patch for bandwidth problems do to them chosing cheap DDR3 over GDDR5.

Nor move engines or ESRAM will magically inject flops into the xbox one,PRT is a feature of GCN which the majority is based on GDDR5 memory,without any ESRAM help,PRT were not created for ESRAM.

btk2k2

AMD PRT is designed smaller/fast memory pool. AMD PRT's value is less for single speed memory pool.

Yup. A system where you have 16GB of slow memory moving through a slow PCiE bus (8 or 16GB/s depending on if its gen 2 or gen 3) and a pool of 2GB(or more) of Vram on a fast 150GB/s+ bus. The difference in size between the large pool at the small pool is about 8x on a mid range PC. On the X1 the difference in size is 256x the size. Not so sure that AMD designed the system to work well when the Vram pool is 0.004% the size of the main memory pool. The good news though is that PRT is not really bandwidth limited so the 8GB of DDR3 should still work fine for PRT.

Tiled resource demo was limited to 16MB video memory.

Note that PCI-E is a full duplex bus i.e. 16 GB is for one direction. You also have DX9/DX10/ DX11's texture compression formats.

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superclocked

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#131 superclocked
Member since 2009 • 5864 Posts

[QUOTE="superclocked"][QUOTE="ziggyww"]HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me updream431ca

The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...

No no no no no. Not even close.

You make such a compelling argument...
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Douevenlift_bro

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#132 Douevenlift_bro
Member since 2013 • 6804 Posts

Tiled resources? Is that what Microsoft's calling the dashboard ads now?

Vari3ty

:lol::lol:

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Douevenlift_bro

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#133 Douevenlift_bro
Member since 2013 • 6804 Posts

[QUOTE="dream431ca"]

[QUOTE="superclocked"]The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...superclocked

No no no no no. Not even close.

You make such a compelling argument...

So X1 will be better at DX because it USES DX. PS4 will be better at OpenGL because it USES OpenGL.

WOW man you're a genius :roll:

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btk2k2

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#134 btk2k2
Member since 2003 • 440 Posts

[QUOTE="btk2k2"][QUOTE="ronvalencia"] AMD's OpenGL PRT is a vendor specific extension and it's not part of the official OpenGL standard.ronvalencia

Well thats obvious since the function is AMD_sparse_texture. Besides I am not aware of an Nvidia or Intel hardware equivalent for there to be a standard.

http://developer.download.nvidia.com/opengl/specs/GL_NV_bindless_texture.txt

NVIDIA's partially resident textures like feature Since the amount of texture memory required by an application may exceed the amount of memory available to the system, this extension provides API calls allowing applications to manage overall texture memory consumption by making a texture resident and non-resident as required.

It uses shader resources.

So not a fixed hardware implementation like the AMD version. Still it would be unusual for there to be an OGL standard for this until the different vendor solutions are similar enough. Now that it is exposed in D3D that might lead to a standard.
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superclocked

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#135 superclocked
Member since 2009 • 5864 Posts

[QUOTE="superclocked"]The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...Douevenlift_bro

So X1 will be better at DX because it USES DX. PS4 will be better at OpenGL because it USES OpenGL.

WOW man you're a genius :roll:

If you cannot understand what I typed, then please do not comment. I did not mention Direct3D or OpenGL...
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ronvalencia

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#136 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="ronvalencia"][QUOTE="tormentos"]

 

Actually you are not smart enough to understand that MS chose ESRAM as a patch for bandwidth problems do to them chosing cheap DDR3 over GDDR5.

 

Nor move engines or ESRAM will magically inject flops into the xbox one,PRT is a feature of GCN which the majority is based on GDDR5 memory,without any ESRAM help,PRT were not created for ESRAM.

Shewgenja
AMD PRT is designed smaller/fast memory pool. AMD PRT's value is less for single speed memory pool.

GDDR5 has dual clocks to reduce latency and the PS4 has more bandwidth to its shared memory than combined write speed from XBone's shared pool as well as its ESRam.

GDDR5 has single port while SRAM dual port i.e. you got directional flow overhead. Like any DRAM based tech, GDDR5 also has refresh overheads. A read operation is destructive and would need periodic refresh. SRAM doesn't have this overhead.
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Douevenlift_bro

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#137 Douevenlift_bro
Member since 2013 • 6804 Posts

Oh I see now! So THATS how they get Source engine games to run on it.

pelvist

:lol: :lol:

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#138 btk2k2
Member since 2003 • 440 Posts

[QUOTE="btk2k2"][QUOTE="ronvalencia"] AMD PRT is designed smaller/fast memory pool. AMD PRT's value is less for single speed memory pool.ronvalencia

Yup. A system where you have 16GB of slow memory moving through a slow PCiE bus (8 or 16GB/s depending on if its gen 2 or gen 3) and a pool of 2GB(or more) of Vram on a fast 150GB/s+ bus. The difference in size between the large pool at the small pool is about 8x on a mid range PC. On the X1 the difference in size is 256x the size. Not so sure that AMD designed the system to work well when the Vram pool is 0.004% the size of the main memory pool. The good news though is that PRT is not really bandwidth limited so the 8GB of DDR3 should still work fine for PRT.

Tiled resource demo was limited to 16MB video memory.

Note that PCI-E is a full duplex bus i.e. 16 GB is for one direction. You also have DX9/DX10/ DX11's texture compression formats.

If the texture compression formats were that great we would not need 2GB+ of Vram on high end PC graphics cards for anything other than professional workloads. The fact that games can make use of 2GB+ of Vram means that even though the D3D compression helps it does not offset the size increases of the textures. The size of the demo is meaningless as it is just a demo and the bandwidth of the PCiE bus were pretty irrelevant to my point other than to show that PRT works even when the bandwidth is low.
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dream431ca

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#139 dream431ca
Member since 2003 • 10165 Posts

[QUOTE="dream431ca"]

[QUOTE="superclocked"]The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...superclocked

No no no no no. Not even close.

You make such a compelling argument...

Always :cool:

Kidding aside, the ESRAM is a convoluted way of enhancing the bandwidth issue. In the XB1, the DDR3 bandwidth alone is 68.3 GB/s, while the GDDR5 in the PS4 is around 176 GB/s. Pretty big gap. The ESRAM is an unknown at this point:

  1. Is the ESRAM a cache, or software managed memory?
  2. Can the ESRAM read and write at the same time?
  3. Do developers need to jump through hoops to access the ESRAM, potentially making development more complicated?

As of right now, the PS4 is in a much better position when it comes to bandwidth. It's also a very simple architecture to develop games for.

And regarding "Tiled Resources", this feature will also be on PS4 because of the AMD GFX processor.

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ronvalencia

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#140 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="superclocked"][QUOTE="dream431ca"]

No no no no no. Not even close.

dream431ca

You make such a compelling argument...

Always :cool:

Kidding aside, the ESRAM is a convoluted way of enhancing the bandwidth issue. In the XB1, the DDR3 bandwidth alone is 68.3 GB/s, while the GDDR5 in the PS4 is around 176 GB/s. Pretty big gap. The ESRAM is an unknown at this point:

  1. Is the ESRAM a cache, or software managed memory?
  2. Can the ESRAM read and write at the same time?
  3. Do developers need to jump through hoops to access the ESRAM, potentially making development more complicated?

As of right now, the PS4 is in a much better position when it comes to bandwidth. It's also a very simple architecture to develop games for.

1. Most likely a cache since it doesn't have the ROPs units like in Xbox 360's EDRAM.

AMD PRT's treatment on the fast memory domain.

PRT_960W.jpg

2. SRAM has dual ports

3. less latency can have less cache size.

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#141 rjdofu
Member since 2008 • 9171 Posts
lolbaurusthread
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ronvalencia

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#142 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="btk2k2"] Yup. A system where you have 16GB of slow memory moving through a slow PCiE bus (8 or 16GB/s depending on if its gen 2 or gen 3) and a pool of 2GB(or more) of Vram on a fast 150GB/s+ bus. The difference in size between the large pool at the small pool is about 8x on a mid range PC. On the X1 the difference in size is 256x the size. Not so sure that AMD designed the system to work well when the Vram pool is 0.004% the size of the main memory pool. The good news though is that PRT is not really bandwidth limited so the 8GB of DDR3 should still work fine for PRT. btk2k2

Tiled resource demo was limited to 16MB video memory.

Note that PCI-E is a full duplex bus i.e. 16 GB is for one direction. You also have DX9/DX10/ DX11's texture compression formats.

If the texture compression formats were that great we would not need 2GB+ of Vram on high end PC graphics cards for anything other than professional workloads. The fact that games can make use of 2GB+ of Vram means that even though the D3D compression helps it does not offset the size increases of the textures. The size of the demo is meaningless as it is just a demo and the bandwidth of the PCiE bus were pretty irrelevant to my point other than to show that PRT works even when the bandwidth is low.

PC has legacy support that doesn't use DX11.2's tiled resource.

There's nothing wrong with having more.

I'm just point out the full bandwidth for the PCiE bus.

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#143 Crypt_mx
Member since 2007 • 4739 Posts

I just have to laugh sometimes at how insane people get on here.

This forum is just a sad group of people trying to justify their purchase by any means necessary.

Just because you're buying one black box, that doesnt mean you have to hate the other one and all of their fans.

Why cant a Sony fan check out tiled resources and just be like "Oh thats interesting, lets see what Sony does!"

but they dont, because its pre-programmed in their mind that everything MS announces is a lie or gimmick.

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#144 superclocked
Member since 2009 • 5864 Posts

I just have to laugh sometimes at how insane people get on here.

This forum is just a sad group of people trying to justify their purchase by any means necessary.

Just because you're buying one black box, that doesnt mean you have to hate the other one and all of their fans.

Why cant a Sony fan check out tiled resources and just be like "Oh thats interesting, lets see what Sony does!"

but they dont, because its pre-programmed in their mind that everything MS announces is a lie or gimmick.

Crypt_mx
Yeah, the cows have even been spreading lies and misinformation lately. System Wars threads that are based on obvious lies about certain consoles should be locked, IMO. And these guys that are doing nothing but throwing around insults and intentionally doing things to make people angry should be banned...
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#145 btk2k2
Member since 2003 • 440 Posts

[QUOTE="btk2k2"][QUOTE="ronvalencia"]

Tiled resource demo was limited to 16MB video memory.

Note that PCI-E is a full duplex bus i.e. 16 GB is for one direction. You also have DX9/DX10/ DX11's texture compression formats.

ronvalencia

If the texture compression formats were that great we would not need 2GB+ of Vram on high end PC graphics cards for anything other than professional workloads. The fact that games can make use of 2GB+ of Vram means that even though the D3D compression helps it does not offset the size increases of the textures. The size of the demo is meaningless as it is just a demo and the bandwidth of the PCiE bus were pretty irrelevant to my point other than to show that PRT works even when the bandwidth is low.

PC has legacy support that doesn't use DX11.2's tiled resource.

There's nothing wrong with having more.

I'm just point out the full bandwidth for the PCiE bus.

I am not surprised that the PC does not use DX11.2 since it is not out yet. Besides what does that have to do with texture compression not offsetting the size of textures required in a modern game being significantly larger than 32MB?
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ronvalencia

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#146 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="btk2k2"] If the texture compression formats were that great we would not need 2GB+ of Vram on high end PC graphics cards for anything other than professional workloads. The fact that games can make use of 2GB+ of Vram means that even though the D3D compression helps it does not offset the size increases of the textures. The size of the demo is meaningless as it is just a demo and the bandwidth of the PCiE bus were pretty irrelevant to my point other than to show that PRT works even when the bandwidth is low.btk2k2

PC has legacy support that doesn't use DX11.2's tiled resource.

There's nothing wrong with having more.

I'm just point out the full bandwidth for the PCiE bus.

I am not surprised that the PC does not use DX11.2 since it is not out yet. Besides what does that have to do with texture compression not offsetting the size of textures required in a modern game being significantly larger than 32MB?

DX11.2 is released with Windows 8.1 preview and WDM 1.3 drivers e.g. http://support.amd.com/us/kbarticles/Pages/AMDCatalystWIN8-1PreviewDriver.aspx

Windows 8.1 RTM will be released on 1st of August 2013 and it's free upgrade for Windows 8.0 users.

Current PC game dosesn't use DX11.2.

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Shinobi120

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#147 Shinobi120
Member since 2004 • 5728 Posts

Sorry, but games already do something similar called texture streaming. Bioshock Infinite, or the whole Unreal Engine in general does what "Tiled Resources" already does. So how does this own the PS4 exactly? Oh wait...fanboys.dream431ca

This. Get over it & accept the truth, OP. Xbox One is weaker than the PS4.

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#148 btk2k2
Member since 2003 • 440 Posts

[QUOTE="btk2k2"][QUOTE="ronvalencia"]

PC has legacy support that doesn't use DX11.2's tiled resource.

There's nothing wrong with having more.

I'm just point out the full bandwidth for the PCiE bus.

ronvalencia

I am not surprised that the PC does not use DX11.2 since it is not out yet. Besides what does that have to do with texture compression not offsetting the size of textures required in a modern game being significantly larger than 32MB?

DX11.2 is released with Windows 8.1 preview and WDM 1.3 drivers e.g. http://support.amd.com/us/kbarticles/Pages/AMDCatalystWIN8-1PreviewDriver.aspx

Windows 8.1 RTM will be released on 1st of August 2013 and it's free upgrade for Windows 8.0 users.

Current PC game dosesn't use DX11.2.

Yea, it is not out yet. We do not even know if current hardware has 11.2 support, the rumours are that they will support it but we do not know as yet.
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ronvalencia

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#149 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="ronvalencia"]

[QUOTE="btk2k2"] I am not surprised that the PC does not use DX11.2 since it is not out yet. Besides what does that have to do with texture compression not offsetting the size of textures required in a modern game being significantly larger than 32MB? btk2k2

DX11.2 is released with Windows 8.1 preview and WDM 1.3 drivers e.g. http://support.amd.com/us/kbarticles/Pages/AMDCatalystWIN8-1PreviewDriver.aspx

Windows 8.1 RTM will be released on 1st of August 2013 and it's free upgrade for Windows 8.0 users.

Current PC game dosesn't use DX11.2.

Yea, it is not out yet. We do not even know if current hardware has 11.2 support, the rumours are that they will support it but we do not know as yet.

1. Windows 8.1 preview is a public beta. 2. Download the WDM 1.3 driver. 3. Run DX11.2 tiled resource SDK demo. My AMD GCNs supports DX11.2.
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ronvalencia

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#150 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="btk2k2"] Yup. A system where you have 16GB of slow memory moving through a slow PCiE bus (8 or 16GB/s depending on if its gen 2 or gen 3) and a pool of 2GB(or more) of Vram on a fast 150GB/s+ bus. The difference in size between the large pool at the small pool is about 8x on a mid range PC. On the X1 the difference in size is 256x the size. Not so sure that AMD designed the system to work well when the Vram pool is 0.004% the size of the main memory pool. The good news though is that PRT is not really bandwidth limited so the 8GB of DDR3 should still work fine for PRT. btk2k2

Tiled resource demo was limited to 16MB video memory.

Note that PCI-E is a full duplex bus i.e. 16 GB is for one direction. You also have DX9/DX10/ DX11's texture compression formats.

Texture compression increases the effective bandwidth. If the texture compression formats were that great we would not need 2GB+ of Vram on high end PC graphics cards for anything other than professional workloads. The fact that games can make use of 2GB+ of Vram means that even though the D3D compression helps it does not offset the size increases of the textures. The size of the demo is meaningless as it is just a demo and the bandwidth of the PCiE bus were pretty irrelevant to my point other than to show that PRT works even when the bandwidth is low.

Texture compression increases the effective memory bandwidth.