@jgf said:
1. Or it could be equal at 30gb/sec. Somehow you always seem to forget to mention that.
2. If you don't stream textures from hard disk, from where are you streaming it then? The numbers are more then under ideal condition, because I simply left the latency of DDR3 and ESRAM out of the picture. So in practise they would be worse for the Xone. Also if you are streaming more then a 20mb texture, things also get worse for the Xone, because the faster part of its memory is only 32mb. So in reality things like high-res textures will always go into the DDR3.
The main reason for pop-in is imho drawing distance and streaming. How do you conclude that PS4 suffers more from this issue? I can't recall any severe pop-ins in the game demos we saw. Also pop-ins are much more likely to happen in an huge open world scenario, like gta, saints row or infamous. Where the whole world is to huge to fit into memory or to be drawn completely at any time. You won't see much pop-in in an on-rails shooter where the space is confined and camera angles are known before hand. Like in Ryse. I don't recall that we have seen any open world game on Xone hardware yet (I don't even know if we have seen anything running on Xone hardware), so talking about pop-in issues is meaningless at this time.
I would even go so far to say that it is theoretical impossible that the memory of Xone is better suited to streaming then the PS4. You only write textures to memory when you stream and you write them now because they where to big to fit into memory beforehand (or the harddrive is to slow to finish loading them as the game starts - load a new level in rage and you see what I mean). So you're left with the 68gb/sec write speed of ddr3 (if you would use the esram it would be full in about 0.5ms with a single texture or two) vs. the 172gb/sec of gddr5. Of course thats all theoretical mambo jambo as the real bottleneck is hard drive and that thing is utterly slow compared to any type of ram.
Hell even if you only use the 10gb/sec cache coherent onion bus in the PS4 the whole memory would be full in under a second. Assuming 60fps you can stream 170mb of new textures per frame. Noticeable pop-in occurs when it takes at least half a second until the stuff occurs on screen. Thats 30 frames or 5gb data with a 10gb/sec bus. With full gddr5 speed the entire ram is filled in about 0.05 seconds or *ninja edit* three frames at 60fps. Its just ridiculous to claim that pop-in streaming issues occur because of the memory configuration of any of those two consoles.
3. DDR3 is too slow for a decent graphics card. Thats just a fact. No recent card uses it. If you want to mitigate that you have to do something. MS went with ESRAM. Its simple as that.
1. But we don't know. My question is why would they mark one side coherent and not the other if they both were? What we do know is 10GB/s is coherent. If things change, we'll change the argument but for the time being, this is what we have.
2. I'm referring to normal gaming situation. You're pulling hundreds of textures all at different times and different mip-map levels, out of RAM to the GPU depending on what you need to show each and every frame. Again I'm not really qualified to really talk about this area in relation to actual timings, but I would imagine each time you pull a texture or one mip-map, you're making a memory access request. You don't make one, and get all 100, especially since each individual texture would need to be requested asynchronously. And not just textures, but different LOD models as a whole. And that's typically the area where you notice pop-in. So you're potentially making hundreds and thousands of requests each and every second which is where latency might play a role. Also I don't think Infamous is any more open world than Dead Rising 3 from what I saw. You can compare the two on this issue.
It's theoretically very possible when dealing with partial resident textures.
3. DDR3 seems to be working just fine from the X1 launch games we've seen. And once again, I re-iterate, that's not the only reason. We know for a fact MS is big on the X1's operating system features and Kinect. They have a very sophisticated approach with 2 OS's tied together by a Hypervisor, which will certainly benefit from DDR3. You keep forgetting that unlike a PC, these consoles are using it as unified RAM. GDDR5 has yet to be used for applications in any serious way. And despite both GPUs supporting PRTs, so far the only one we've heard pushing the feature has been MS and the only built in hardware support we have confirmed to handle tilling/untiling this has been the data move engines. Again, things can always change as we find out more about the PS4, but what we do know for a fact, is MS took the additional step in this direction. So yeah to simply pass it off as just a reason to mitigate bandwidth, when we already know there's quite a few things MS had in mind from the get go with the X1 that fits this set up, and perhaps some very exciting techniques that will drive graphics into the future which might benefit from this approach, is short sighted.
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