BLackHawkodst
BLackHawkodst
Inscrit depuis 6463 Jours
Ah yes i remember that video, if the virtual texturing is one of the streams there using and the tools they provide the devs are good, it wil be interesting to see what they do with it.
En réponse à

Prepare To Drop!!

sanex
Inscrit depuis 5764 Jours
WTH is all this Virtual Texturing talk about..
En réponse à
GriftGFX - He can also<br>ban your ass!
GriftGFX
Inscrit depuis 7577 Jours
It's about Optimus spinning his gears trying to resolve the Durango specs into something miraculous. Lookin' for dat "sauce."
En réponse à
sanex
Inscrit depuis 5764 Jours
I see.

That Lionhead video looked pretty cool.
En réponse à
Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
Posté par GriftGFX
It's about Optimus spinning his gears trying to resolve the Durango specs into something miraculous. Lookin' for dat "sauce."
While you keep desperately looking for ways to suggest that the new xbox is going to be some kind of weak, failure of a machine, I'll keep being excited about the prospects for the console. Once a steady stream of games start being shown for both machines, we can get back to focusing on what's most important, the games. Actual games have a way of getting smug individuals, who seem to have a vested interested in consoles appearing weak, to retreat, if ever so slightly.

It's no wonder Halo 4 on a soon to be 8 year old console can still look so much more amazing than most pc games. It even looks more beautiful than Crysis 3. Raw power and tech can only get you so far, as consoles continually showcase generation after generation. Superior art and production value > more generic mashing together of far more advanced tech every fucking time. I can only imagine what Halo 5 will be like on Durango. Oh shit, what have I done!? :P
Posté par sanex
WTH is all this Virtual Texturing talk about..
People on beyond3d, some who are actual game devs, believe the new xbox might be geared/designed towards being pretty good at virtual texturing. Corrine Yu from 343 Studios is pretty big on this and has been advocating for it, and there are videos where she does this, and Lionhead studios has also been pushing pretty aggressively for it, and there are videos as well as presentations that they've done on the subject. There's quite a bit of well documented experience on the subject coming from two pretty important first party Microsoft studios.
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

GrimThorne
GrimThorne
Inscrit depuis 7449 Jours
Posté par GriftGFX
It's about Optimus spinning his gears trying to resolve the Durango specs into something miraculous. Lookin' for dat "sauce."
You know looking at this thread, I'm really surprised at all of the speculative tech he's posted about it. The few people I know in and around the industry and in forensic security(they know way more people in gaming then I do) have told me that Durango's specs are 9-10 months old, and that the only reason we're hearing about it NOW is because Microsoft is no longer concerned about leaks regarding the alpha phase. They wouldn't tell me the actual name, but they did tell me that the hardware has already gone beta and ISN'T EVEN CALLED Durango anymore. That certainly backs up the "Kryptos" rumors, but the point is that Durango is old hat as far devs are concerned.

It shouldn't surprise any of us if we soon learn that the hardware set for the beta is quite different from Durango. Everyone just needs to relax.
En réponse à
Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
lol I think the Durango codename is stuck to it, kinda like metro is stuck to the touch/tablet style apps in Windows 8, despite Microsoft officially trying to call them something else. Quite a few devs are still calling it Durango. Kryptos is a much cooler sounding codname, however, but then that would mean we could no longer call the next Xbox 'Durango Unchained,' if it's accurate. :D

What I'm basically doing is speculating on leaks as we have them, even though it wouldn't surprise me in the least if the information we have is not entirely accurate, or contains some very serious omissions (which I've heard there indeed are.) That said, if this was 100% accurate specs with no changes, I don't see the problem. Specs aren't the prime seller of a console, and they don't automatically ensure us the best, most diverse set of games, either. We could still get absolutely incredible games on the leaked specs for the new xbox as it now stands. There's a reason why I look at anyone making fun of the Wii-U's more detailed specs revealed recently as folks who are just missing the larger point. It doesn't matter how strong the Wii-U is compared to the new Xbox and PS4. It's plenty strong enough to give us high quality gaming experiences.

I never felt specs were determinative of whether or not a console or set of consoles could see must have killer apps developed for them, but this fact seems to completely fly over people's heads sometimes. I'm equally excited about all 3 new consoles because of the games. I see a lot of doom and gloom out there for consoles that are either just getting started (Wii-U) or that aren't even officially revealed yet (New Xbox), and then I realize that we're officially back in console warrior territory of years past lol.
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

Tomarru
Inscrit depuis 6649 Jours
It's possible that the leaks are out dated and they shifted gears, we knew they were old specs and theres no doubt they could respond to leaked sony specs 6 months ago. As long as the hardware was on an upward trajectory it would have no negative impact on devs. The problem is that the leaks are very detailed and very specific in how they arrange the bandwidth to get the maximum performance from the chip. It isn't easy to upgrade that across the board and having invested the R&D in it I don't know how willing they would be to change it to match sony.

What we're arguing about is that the specs as they stand in the leak are pretty poor for a console releasing in practically 2014. You can have the best tech in the world, ways of getting around bottlenecks etc but a 1.2TF GPU wont suddenly be better than a GPU with 50% extra horsepower. You can ignore the 4 CU's being dedicated to other functions because the 720 will either lose what those functions are or will have to sacrifice those 4 CU's aswell to match and then you have a 800Gflop GPU vs a 1.2TF GPU and you're back to the same argument.
En réponse à
BLackHawkodst
BLackHawkodst
Inscrit depuis 6463 Jours
Posté par Optimusv2
lol I think the Durango codename is stuck to it, kinda like metro is stuck to the touch/tablet style apps in Windows 8, despite Microsoft officially trying to call them something else. Quite a few devs are still calling it Durango. Kryptos is a much cooler sounding codname, however, but then that would mean we could no longer call the next Xbox 'Durango Unchained,' if it's accurate. :D

What I'm basically doing is speculating on leaks as we have them, even though it wouldn't surprise me in the least if the information we have is not entirely accurate, or contains some very serious omissions (which I've heard there indeed are.) That said, if this was 100% accurate specs with no changes, I don't see the problem. Specs aren't the prime seller of a console, and they don't automatically ensure us the best, most diverse set of games, either. We could still get absolutely incredible games on the leaked specs for the new xbox as it now stands. There's a reason why I look at anyone making fun of the Wii-U's more detailed specs revealed recently as folks who are just missing the larger point. It doesn't matter how strong the Wii-U is compared to the new Xbox and PS4. It's plenty strong enough to give us high quality gaming experiences.

I never felt specs were determinative of whether or not a console or set of consoles could see must have killer apps developed for them, but this fact seems to completely fly over people's heads sometimes. I'm equally excited about all 3 new consoles because of the games. I see a lot of doom and gloom out there for consoles that are either just getting started (Wii-U) or that aren't even officially revealed yet (New Xbox), and then I realize that we're officially back in console warrior territory of years past lol.
Makes no difference to me, as the games will tell the true story, and if the devs themselves are saying that in real games terms there will be a slight power difference then thats fine with me.
En réponse à

Prepare To Drop!!

Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
Posté par Tomarru
It's possible that the leaks are out dated and they shifted gears, we knew they were old specs and theres no doubt they could respond to leaked sony specs 6 months ago. As long as the hardware was on an upward trajectory it would have no negative impact on devs. The problem is that the leaks are very detailed and very specific in how they arrange the bandwidth to get the maximum performance from the chip. It isn't easy to upgrade that across the board and having invested the R&D in it I don't know how willing they would be to change it to match sony.

What we're arguing about is that the specs as they stand in the leak are pretty poor for a console releasing in practically 2014. You can have the best tech in the world, ways of getting around bottlenecks etc but a 1.2TF GPU wont suddenly be better than a GPU with 50% extra horsepower. You can ignore the 4 CU's being dedicated to other functions because the 720 will either lose what those functions are or will have to sacrifice those 4 CU's aswell to match and then you have a 800Gflop GPU vs a 1.2TF GPU and you're back to the same argument.
See, that's what stuns me. Where is this 50% more power argument even coming from? People have pulled this out of thin air entirely, and it's so bizarre.

1.2tflop vs 1.8tflop does not represent 50% more power... But let's look at it another way.

12 CUs, each containing 4 VUs/SIMD a piece, each containing 16 stream processors, which means each Compute Unit has a total of 64 Stream Processors or, I guess, ALUs.

That would mean the xbox, according to leaked specs, has 768 Stream Processors or ALUs. Now let's go to the PS4.

The PS4 18 CUs, each of which contains 4VUs/SIMD a piece, each also containing 16 stream processors, which means, just like the xbox, each Compute Unit in the PS4 has 64 Stream Processors.

Let's go ahead and give the PS4 all 18 for graphics rendering, that comes out to 1152 Stream Processors compared to 768 in the Xbox. That's not 50% more. But if you add in the fact that 14 seems more intended for Graphics rendering while the other 4 are meant for compute work, that advantage becomes even less. 896 Stream Processors on the PS4 to 768 for the new Xbox. And, unlike the leaked specs for the PS4, the Xbox's leaked specs do not suggest that there is any kind of intent to dedicate any of the Xbox's compute units so strictly to compute tasks. I'm not saying it's meaningless, but I'm also saying clearly that it isn't as big a deal as people are making it out to seem. The PS4, however, is said to have 100% more ROPS than the xbox GPU. 16 for the Xbox, 32 for the PS4, basically 4 render backends compared to 8 on the ps4. That's also not insignificant, nor have I ever said that it is.

There are other things to consider, though, the ESRAM on the Xbox isn't pointless. It's low latency and the documents point out that a big part of that low latency ESRAM is to sustain peak performance of the render backends or ROPs. Another overlooked aspect, I think, is that both GPUs have 512KB of shared read/write L2 cache. However, keep in mind that the Xbox GPU has less Compute Units to share that all with in the first place, so each Compute Unit on the Xbox GPU is actually, on average, getting quite a bit more L2 cache dedicated to them than is the case for the PS4 GPU's compute units. With the PS4, it's basically 18 Compute Units divided by 512KB of shared L2 cache, compared to 12 Compute Units divided by 512KB of shared L2 cache. Each of those 18 compute units in the PS4 is looking at about 28KB per compute unit, whereas the Xbox is looking at 43KB per compute unit. And those 4 move engines, as described, further help offload work, performing specific important tasks at minimal cost. Besides that, they look very useful for saving some much needed bandwidth. In fact, they even provided some numbers in the xbox leak for how much bandwidth can be saved compared to if they had the GPU itself handling those tasks using shaders. You see anywhere from 9.4GB/s saved to 42.GB/s saved in terms of bandwidth. I know the PS4 having access to 176GB/s of memory bandwidth in one pool is more desirable, but the xbox can simultaneously access and perform operations using both the 102GB/s on the ESRAM and the 68GB/s from main ram. It's more complex to work with the Xbox's setup, but not much more so, because plenty of devs already have experience working with the Xbox 360's EDRAM, and they became quite familiar with that. But the ESRAM also gives them all the things they wished the 360's EDRAM did, but didn't.

I know you don't just combine bandwidths, so I won't, because isn't technically accurate, but the end results are more or less the same. But beyond all of this, beyond all of this theoretical stuff, when we get into the real world running of applications, you never know under which circumstances one implementation might be more efficient than the other. I still lean to PS4, as I think the simplicity and power is a safer bet, but what the xbox is doing shouldn't be overlooked. It's a pretty well thought out and balanced design. It might be able to get closer to its more conservative theoretical numbers than the PS4 gpu might. Here is where I see the more visible advantage of the PS4 coming, the work that will be done on those 4 extra compute units. The benefits that the PS4 gets from those are more likely to show up in games than this huge difference in graphics rendering power that some want to think is going to just crush the new xbox. One last very important point, the processors. It has been implied for some time now that the Xbox's CPU might very well be a bit more beefed up than the PS4's CPU, likely making up for some of the compute work that will be done on those extra 4 compute units on the ps4, but doing them instead on a beefier CPU. Hey, we won't know until we see the games, but I think the huge performance gap that some think will be evident won't be quite as pronounced as some are thinking.
Posté par BLackHawkodst
Makes no difference to me, as the games will tell the true story, and if the devs themselves are saying that in real games terms there will be a slight power difference then thats fine with me.
Completely agree. And if there is a huge gap, we're more likely to see it in the exclusives, rather than the multiplatforms. Now, I don't believe the PS3 had some huge advantage over the 360, but according to a lot of posters, they feel the PS3's exclusive showcased that all the hype Sony did about the PS3 being stronger than the Xbox 360 was true. I didn't see it that way. It's the age old story where exclusives play to each platform's strengths, and that's that.
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
http://beyond3d.com/showpost.php?p=1703679&postcou...
The raw texel rate is almost five times that of the 360. The Anisotropic filtering algorithms have also evolved enormously since 2005.

The system seems optimized for megamesh/megatexture type rendering. The hardware assisted decompression features together with the GPU using virtual address translation (which might remove the need for indirection in tex-lookup, cutting the cost of anisotropic filtering)

Cheers
http://beyond3d.com/showpost.php?p=1703686&postcou...

I personally wondered this myself, with the Xbox seeming so customized in it's design compared to a relatively more straightforward power design for the PS4. It may not be possible for devs to properly gauge final performance unless they have final hardware.
How effectively can an early dev kit approximate all of these custom, fixed-function pieces of silicon? Wondering if current devs can really have a clear picture of performance, for better or worse, without actually having final silicon?

(This compared to Orbis which seems (at least to me anyway) much more straightforward and better approximated with off-the-shelf PC parts.)
http://beyond3d.com/showpost.php?p=1703688&postcou...
Early dev kits are probably only good for general architecture and feature testing, but it is quite impossible to fine tune performance at all.

There is a short behind the scenes movie on Gamespot about Spartan Ops, which shows 343 building and testing the levels on a PC - but the rendering engine is quite bare bones,
http://blogs.halowaypoint.com/post/2...c-Content.a...

I imagine current development should be something like this, with two versions of engines used:
- one for testing the renderer features at some pretty bad FPS
- one for building levels and gameplays, stripped of most renderer features

How they can plan for 30fps without final silicone, I have no idea.


Quote:
(This compared to Orbis which seems (at least to me anyway) much more straightforward and better approximated with off-the-shelf PC parts.)

In some ways it's actually similar to PS3 vs. Xbox360 - MS went with a then new architecture using unified shaders and EDRAM, whereas Sony just picked a generic GPU.
So, basically, it sounds doubtful that early xbox titles, with the system being so custom in design, will be able to take advantage of all the unique design decisions in the new xbox, whereas the PS4, being more straightforward and, thus, easier to gauge actual performance, may see its early titles benefit accordingly. So then this comes down to how quickly Microsoft can get actual final hardware to devs prior to release.
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

raina
raina
Inscrit depuis 5389 Jours
lol trying too hard.

PS3 is powerful than 360 but next gen leaks are true, which I am sure. Evrything gets leaked, The gap is going to be really big. Only person who can tell this are pro gfx programmer. Like this guy

http://www.examiner.com/article/ps4-gddr5-ram-compared-against-xbox-720-ddr3-ram-and-esram

I hope that the specs of both console are better but now PS4 is not good it should be little better than geforce 660ti not 640ti but 720 is pathetic lol.
En réponse à
sanex
Inscrit depuis 5764 Jours
Posté par BLackHawkodst
Makes no difference to me, as the games will tell the true story, and if the devs themselves are saying that in real games terms there will be a slight power difference then thats fine with me.
Agree.
En réponse à
Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
Posté par raina
lol trying too hard.

PS3 is powerful than 360 but next gen leaks are true, which I am sure. Evrything gets leaked, The gap is going to be really big. Only person who can tell this are pro gfx programmer. Like this guy

http://www.examiner.com/article/ps4-gddr5-ram-compared-against-xbox-720-ddr3-ram-and-esram

I hope that the specs of both console are better but now PS4 is not good it should be little better than geforce 660ti not 640ti but 720 is pathetic lol.
You, my friend, are in for a big surprise. :)

Also, if anybody wants to understand virtual texturing and how it works, a dev that worked on a virtual texturing system in a 360 title explains it in detail.

http://forum.beyond3d.com/showpost.php?p=1580827&p...

It's a similar texturing technique that was used in Rage by iD software.
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
The 4096x4096 tile cache is enough to render a scene (at 720p) with as much texture detail as you want, since the texture detail is irrelevant to virtual texturing (assuming reasonable uv mapping of course). You only need a single texel per screen pixel + "wasted" area from the 128x128 tiles in memory to draw the scene, no matter how detailed textures the scene contains. For higher resolutions than 720p you of course need a larger tile cache. Id sofware has stated that they are using a 8192x8192 texture for their tile cache in PC version of Rage. 1080p would require a tile cache of 2.25x and 2560x1600 4.44x size compared to 720p. The required tile cache size scales linearly to screen resolution (actually slightly sub linearly, since the tiles become smaller in proportion to the screen resolution and this means slightly less wasted pixels). So it's completely natural that id software uses a larger tile cache on PC, since PC gamers tend to play at higher resolutions. A 8192x8192 tile cache on consoles (720p) would not improve the texture detail at all. However the (4x) larger tile cache would reduce the data streaming from the game media (but not drastically, since increasing cache size usually gives only logarithmic gains).

On Xbox 360, our system uses a combination of texture formats that make our material 2.5 bytes per pixel (2xBC3+BC4). As our tile cache is 4096x4096 pixels, the total amount of texture (material) data we have in memory is always 40 megabytes. In addition to the tile cache, our system has an single 2048x2048 indirection texture with a full mip chain (16 bits per pixel, 5551 format). Indirection texture is 10 megabytes, and is used by the GPU to do a fast lookup to find the proper tile in the tile cache (based on texture coordinates and mip level). Also we have eight loader buffers of 128x128 pixels (2.5 bytes per pixel = 320 KB total) for background data loading on CPU (we have a background CPU thread doing our texture loading all the time). So in total the system takes around 50 megabytes of GPU memory, and less than a megabyte of CPU memory. I don't see any problems in a system like this on PS3, since the loader buffers are stored in the CPU memory, and all new tiles could be simply copied to the GPU tile cache at start of each frame. Also the 256 megabyte size of the both memory pools is not in any way a problem (actually virtual texturing makes it much easier to live with smaller memory).
So, even the split memory pool of the PS3 presented no major obstacle for virtual texturing, and it's well suited to smaller memory amounts. From same dev post I linked to from above. Bare with me, I love reading this kind of stuff. :)
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

ManThatYouFear
ManThatYouFear
Inscrit depuis 7520 Jours
ok i'm going to let this page hit 20 before i come back in now...
En réponse à

PSN:ManThatYouFear
GT: ManThatYouFear
Steam: Psn_ManThatYouFear
Real Life: ThatTwat

Sath - Missed the<br>hay
Sath
Inscrit depuis 7443 Jours
Wall of text is as big as wall of china.
En réponse à
Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
Don't like it, ignore it. Just posting it for anyone who might find it interesting, especially because it's looking more and more relevant to the design of the console.
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

Sath - Missed the<br>hay
Sath
Inscrit depuis 7443 Jours
Calm down man.
En réponse à
Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
Okay, now this is a pretty damn impressive analysis.

It's an article translated from Spanish to English, a pretty detailed analysis of the leaked Durango specs, and what's amazing is that he finds and showcases direct patents from Microsoft that further indicates the deliberate nature of how Durango seems setup. There's just about no doubt now that this seems largely geared towards virtual texturing. Naturally this being from Spanish to English, a few things are lost in translation, but you understand enough of it. The most amazing part of it all, though, is just how significant he makes the design of the Durango GPU sound.

http://www.microsofttranslator.com/bv.aspx?from=es...
By strange and surprising that it seemed to a next generation console: Xbox 8/Durango has "only" 32 MB of video memory. do you understand the reason why I have made reference to the 3DLabs Permedia 3 now? 3DLabs card included memory did the same work that makes the ESRAM next Microsoft console, this means that the L2 cache of the GPU and memory controllers that a traditional configuration would be connected to the external memory here are directly connected to the ESRAM. The current APU from AMD on the PC to communicate with the external memory GPU makes use of the Radeon Memory Bus, which has a bandwidth of 256 bits in each direction per channel memory (256-bit of reading) and 256-bit of writing, in the case of Kryptos we find that bandwidth is 1024 bits in total, so added a dual controller or the existing width has been increased.
It's basically saying, it appears, that even though AMD included some very important features inside GCN architecture that john Carmack has been requesting for years, that the implementation even in GCN was not fully complete or realized. He's saying that Durango's GPU design completes what AMD did not with GCN. He makes it sound like a pretty damn serious improvement on the GCN architecture. This part below.
The Data Move Engines are something that can initially cause headaches but fully understand when you consider that their function is the same as the the PCI Express on the PC, while thanks to unify into a single chip CPU and GPU seems to be that the PCI Express already loses all its raison d'etre, actually has a less known function for being less used to it is the provide direct access to the main system memory for different devices, connected to the PCI Express port, so the GPU has access to 8 GB of DDR3 system memory.

But the DME beyond, is the problem of virtual memory in the GCN architecture support is not complete and does not support 100% hardware, but that is a combination between software through Shaders and hardware, the idea of the DME is that virtual memory management can be performed automatically by these or alternatively give freedom to the developer not to use this type of memory management according to see it suitable.


With DME the puzzle is completed and this full hardware support to 100%, the management of virtual texturing does not have to be implemented within each graphic engine and therefore it is possible to use all the graphics engines and therefore on all games. The advantage of this is that the "FLOPS" which would be spent on memory management can be directed to other tasks allowing greater use of the GPU for computer graphics, but the use of not only DME is limited to Virtual Texturing, keep in mind that they can load any data in the ESRAM and that this charge them directly in the caches of the GPU. Do you think for example loading an Octree node for example? Use goes beyond Virtual Texturing.

But this can be applied in PS Orbis? Basically to implement virtual memory management it is not necessary that there are two levels of memory, taking the top sufficient storage capacity for the image (color, depth, and stencil) buffers and textures needed for the scene and there is a lower level. For PS Orbis the caches of the GPU do not have enough storage capacity for this and the GDDR5 is a single level of memory for all of the GPU. Obviously the ESRAM and all the mechanism implementation costs in the space that is a sacrifice in terms of computation capability. But the biggest advantage comes from the fact that this allows access to large amounts of memory per frame without having to rely on huge band widths from expensive high-wattage as the GDDR5 memory. The reason why Xbox 8/Durango uses GDDR5 is not by the fact that then the thing would be completely redundant, the GDDR5 exists on the GPUs of face to avoid the Texture Trashing by the use of a higher bandwidth, the use of virtual memory on the GPU and Virtual Texturing are another solution to the same problem that both come into conflict within a system.
This is either very impressive sounding bullshit, or Microsoft and AMD are onto something with this design.
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

KORNdog
KORNdog
Inscrit depuis 6981 Jours
isn't virtual texturing what rage used? ie, the blurry mess no matter what platform you played on, including the PC? granted, they made for varied, seemless texturing of worlds, but the quality of it was shocking. i'm hoping that isn't where things are going tbh.
En réponse à
Optimusv2
Optimusv2
Inscrit depuis 7469 Jours
Well the problem with Rage might have been that it was a pure software implementation without the necessary hardware level support backing it up. I read up on the specifics a few times regarding rage on beyond3d, and I believe it was explained on there, but I don't remember where those exact posts were on the site. Shouldn't be too difficult to find, though. I think it might have even been mentioned in one of the more recent Durango threads. My first thought would be maybe the consoles couldn't handle it, but if it was also an issue on the pc, then it's more than that.

That analysis says that GCN was the first piece of hardware in a while to bring back some hardware support for it, but they seem to also be saying that, even though the capability is there on GCN through hardware, that it still isn't entirely complete or perfect, in that it wasn't entirely in hardware, but had to be aided through a combination of software and shaders, and I think the implication is that Durango's design supposedly improves on or completes the hardware level support for this type of technique in a more superior way.

This AMD slide seems to highlight that Rage's implementation was all software, not backed by the hardware support they put into GCN. The analysis seems to back this, too.
In full year 2008, the management of memory in GPUs remained virtual memory hardware-level support and therefore had to make an implementation of the idea software, recently with GCN architecture AMD has implemented all this hardware.
En réponse à

Halo Reach using 360 tesselation unit extensively.

Hironobu Sakaguchi is coming back to reclaim the throne :)

Seeing it in motion on your HDTV, will blow your mind!!

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th

GriftGFX - He can also<br>ban your ass!
GriftGFX
Inscrit depuis 7577 Jours
Posté par KORNdog
isn't virtual texturing what rage used? ie, the blurry mess no matter what platform you played on, including the PC? granted, they made for varied, seemless texturing of worlds, but the quality of it was shocking. i'm hoping that isn't where things are going tbh.
Don't worry. This barely has anything to do with Xbox anymore and is just Optimus ranting and trying to find the sauce.
En réponse à
alimokrane
alimokrane
Inscrit depuis 7507 Jours
I love how excited Optimus gets around next gen console launch :D Makes for a great Gamersyde, I must admit.
En réponse à
KORNdog
KORNdog
Inscrit depuis 6981 Jours
Posté par alimokrane
I love how excited Optimus gets around next gen console launch :D Makes for a great Gamersyde, I must admit.
I don't really agree with that statement. Just makes for a LOT...and i mean A LOT! Of reading.
En réponse à
Il faut etre identifie pour participer au forum !
Patreon

135 $ de 400 $ par mois

Quoi de neuf ?
  • GTB

    GTB Alors que la Kpop cartonne dans le monde, avec des meufs/mecs de 20-30ans qui ont des visages d'ado; peut-on vraiment découvrir la mode coréenne avec Stellar 2 ? (il y a 5 Heures)

  • GTB

    GTB @face2papalocust: C'est un peu plus compliqué que ça. Je ne critique pas la question, mais les réponses sans demi mesure. (il y a 5 Heures)

  • face2papalocust

    face2papalocust Trop bien smalland 2 annoncé <3 [url] (il y a 5 Heures)

  • face2papalocust

    face2papalocust @GTB: Désolé si ca choque mais sexualiser une image infantile oui c'est le début de l'horreur. (il y a 5 Heures)

  • Blackninja

    Blackninja @GTB: vu la tête de l’héroïne ça ne m’étonne pas (il y a 10 Heures)

  • GTB

    GTB Ah tiens, il semble y avoir un polémique sur Stellar 2. Pas surpris de ça. Par contre je m'attendais pas à ce que ça devienne carrément un jeu pedo (comme Pragmata). Tout dans la demi-mesure :s. (il y a 11 Heures)

  • face2papalocust

    face2papalocust J'ai toujours trouver ça débile surtout sur leur dernière prod,ca et la lourdeur de gameplay. (il y a 1 Jour)

  • Driftwood

    Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)

  • Driftwood

    Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)

  • Driftwood

    Driftwood Le live commence d'ici 30 minutes, voici le lien GSY [url] et celui de Twitch [url] (il y a > 3 Mois)

  • Driftwood

    Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)

  • Driftwood

    Driftwood Le stream via Twitch, ici : [url] (il y a > 3 Mois)

  • Driftwood

    Driftwood Le stream maison ce sera ici : [url] (il y a > 3 Mois)

  • Driftwood

    Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)

Aussi sur Gamersyde

Un nouveau Nintendo Direct

  • Mardi 9 juin 2026
  • davton

Le Future Games Show: Summer Showcase 2026

  • Samedi 6 juin 2026
  • davton