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#31
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Wouldn't the fact that this bandwidth has to be shared between CPU and GPU
have some sort of effect? PC video cards have dedicated video memory -- they don't share it. The 360 has to share this bandwidth and I'll bet the GPU has to access this shared memory *frequently*. -- Doug "Martin Linklater" wrote in message news:[email protected] 3GB/sec is a trivial bandwidth for CPU-GPU hardware. That's not a problem at all. |
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#32
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On 2006-09-30 09:53:11 +0100, "pigdos" said:
Wouldn't the fact that this bandwidth has to be shared between CPU and GPU have some sort of effect? PC video cards have dedicated video memory -- they don't share it. The 360 has to share this bandwidth and I'll bet the GPU has to access this shared memory *frequently*. It's been designed with high speed CPU/GPU access in mind. I've not got the exact numbers to hand but I know that the original XBox had 6.4 GB/s memory bandwidth which was shared between the CPU and GPU. Since the 360 is considerably more advanced that the original XBox I would presume 3 GB/sec bandwidth between the CPU and the graphics mem is not a problem. Consider that you can buy things like upscaling DVD players which can output 1080p - they are basically performing the same task.. ie decompressing the data and copying it all up to a RAM buffer at 50Hz or whatever. The XBox is considerably more powerfull than your average upscaling DVD player. -- Gamertag: FizzyChicken |
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#33
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Bus contention would still be a problem, the GPU and CPU cannot be accessing
system memory simultaneously. For one thing, the more pixels we're pushing the more AA has to be performed. I'll bet this is one of the reasons the 360 can't do more than 2xAA, and can't do Adaptive AA or temporal AA at all. Does the 360 do any anisotropic filtering at all? -- Doug "Martin Linklater" wrote in message news:[email protected] On 2006-09-30 09:53:11 +0100, "pigdos" said: It's been designed with high speed CPU/GPU access in mind. I've not got the exact numbers to hand but I know that the original XBox had 6.4 GB/s memory bandwidth which was shared between the CPU and GPU. Since the 360 is considerably more advanced that the original XBox I would presume 3 GB/sec bandwidth between the CPU and the graphics mem is not a problem. Consider that you can buy things like upscaling DVD players which can output 1080p - they are basically performing the same task.. ie decompressing the data and copying it all up to a RAM buffer at 50Hz or whatever. The XBox is considerably more powerfull than your average upscaling DVD player. -- Gamertag: FizzyChicken |
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#34
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On 2006-10-02 15:43:02 +0100, "pigdos" said:
Bus contention would still be a problem, the GPU and CPU cannot be accessing system memory simultaneously. It depends on how many DMA channels there are. The original XBox had 4 so I wouldn't expect the 360 to have any trouble with this. For one thing, the more pixels we're pushing the more AA has to be performed. I'll bet this is one of the reasons the 360 can't do more than 2xAA, and can't do Adaptive AA or temporal AA at all. Does the 360 do any anisotropic filtering at all? Yes. Even the original XBox had anisotropic filtering. -- Gamertag: FizzyChicken |
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#35
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All DMA implies is that the CPU doesn't have to get involved in
device-to-memory transfers, obviously this is a good thing, but it doesn't do much for the fact that the GPU is processing MASSIVE amounts of data from system memory. Hell, even AGP memory was relegated to mere texture storage, but in the 360 everything the GPU processes is in system memory. Anisotropic filtering, AA, textures, per pixel lighting/shading all of these involve the GPU reading/writing to system memory. Some of these operations can't even be done in one-pass which only adds to system memory thrashing. It's too bad no one can verify MS's marketing "specifications" about the 360. I'd love to see some SPECint or SPECfp benchmarks for the 360 or even some memory benchmarks for that matter. -- Doug "Martin Linklater" wrote in message news:[email protected] On 2006-10-02 15:43:02 +0100, "pigdos" said: Bus contention would still be a problem, the GPU and CPU cannot be accessing system memory simultaneously. It depends on how many DMA channels there are. The original XBox had 4 so I wouldn't expect the 360 to have any trouble with this. For one thing, the more pixels we're pushing the more AA has to be performed. I'll bet this is one of the reasons the 360 can't do more than 2xAA, and can't do Adaptive AA or temporal AA at all. Does the 360 do any anisotropic filtering at all? Yes. Even the original XBox had anisotropic filtering. -- Gamertag: FizzyChicken |
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#36
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On 2006-10-03 03:29:39 +0100, "pigdos" said:
All DMA implies is that the CPU doesn't have to get involved in device-to-memory transfers, obviously this is a good thing, but it doesn't do much for the fact that the GPU is processing MASSIVE amounts of data from system memory. Hell, even AGP memory was relegated to mere texture storage, but in the 360 everything the GPU processes is in system memory. Anisotropic filtering, AA, textures, per pixel lighting/shading all of these involve the GPU reading/writing to system memory. Some of these operations can't even be done in one-pass which only adds to system memory thrashing. It's too bad no one can verify MS's marketing "specifications" about the 360. I'd love to see some SPECint or SPECfp benchmarks for the 360 or even some memory benchmarks for that matter. After about 0.01 nanoseconds on Google I found this: http://features.teamxbox.com/xbox/11...-Dissected/p6/ GPU-Graphics RAM bandwidth = 256GB/s Main memory bandwidth = 22.4 GB/s Kinda makes that 3GB/s 1080p spec seem trivial eh ? -- Gamertag: FizzyChicken |
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#37
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"Martin Linklater" wrote in message news:[email protected] On 2006-10-03 03:29:39 +0100, "pigdos" said: All DMA implies is that the CPU doesn't have to get involved in device-to-memory transfers, obviously this is a good thing, but it doesn't do much for the fact that the GPU is processing MASSIVE amounts of data from system memory. Hell, even AGP memory was relegated to mere texture storage, but in the 360 everything the GPU processes is in system memory. Anisotropic filtering, AA, textures, per pixel lighting/shading all of these involve the GPU reading/writing to system memory. Some of these operations can't even be done in one-pass which only adds to system memory thrashing. It's too bad no one can verify MS's marketing "specifications" about the 360. I'd love to see some SPECint or SPECfp benchmarks for the 360 or even some memory benchmarks for that matter. After about 0.01 nanoseconds on Google I found this: http://features.teamxbox.com/xbox/11...-Dissected/p6/ GPU-Graphics RAM bandwidth = 256GB/s Main memory bandwidth = 22.4 GB/s Kinda makes that 3GB/s 1080p spec seem trivial eh ? -- Gamertag: FizzyChicken You what Love? |
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#38
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Duh, the 256GB/s is to 10MB of EDRAM. It's basically a glorified
framebuffer. How many textures can you store in 10MB? I don't think you can even process ANY form of AA at 1080p in 10MB (hint AA involves sampling MORE pixels than are acutally present, some forms of AA require 6 times the amount of data per pixel, per color, to be useful it should be 4 times the number of pixels present [which for 1080p won't fit in 10MB of anything). Guess you've got a lot to learn don't you? -- Doug "Martin Linklater" wrote in message news:[email protected] On 2006-10-03 03:29:39 +0100, "pigdos" said: http://features.teamxbox.com/xbox/11...-Dissected/p6/ GPU-Graphics RAM bandwidth = 256GB/s Main memory bandwidth = 22.4 GB/s Kinda makes that 3GB/s 1080p spec seem trivial eh ? -- Gamertag: FizzyChicken |
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#39
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On Tue, 03 Oct 2006 18:37:30 GMT, "pigdos" wrote:
Duh, the 256GB/s is to 10MB of EDRAM. It's basically a glorified framebuffer. How many textures can you store in 10MB? I don't think you can even process ANY form of AA at 1080p in 10MB (hint AA involves sampling MORE pixels than are acutally present, some forms of AA require 6 times the amount of data per pixel, per color, to be useful it should be 4 times the number of pixels present [which for 1080p won't fit in 10MB of anything). Guess you've got a lot to learn don't you? yeah martin, get a clue about programming! -- gamertag: Chrisflynnuk http://live.xbox.com/member/Chrisflynnuk Current eBay auctions: http://tinyurl.com/hutcb |
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#40
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pigdos wrote:
Duh, the 256GB/s is to 10MB of EDRAM. It's basically a glorified framebuffer. How many textures can you store in 10MB? I don't think you can even process ANY form of AA at 1080p in 10MB (hint AA involves sampling MORE pixels than are acutally present, some forms of AA require 6 times the amount of data per pixel, per color, to be useful it should be 4 times the number of pixels present [which for 1080p won't fit in 10MB of anything). Guess you've got a lot to learn don't you? Oh dear. You've just gone and messed yourself right up, 'PigDo'. |
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