andromeduck
Member
Can anyone explain why respawn and ubisoft both decided to go with 792p?
My guess would be that it either has something to do with how the eSRAM is being allocated/used or relating to the properties of the ROPs/upscaler but I can't really figure out how they might be related.
1408 * 792 is far too specific of a value to have come from two different studios working on two massively different games with different resources/priorities/technologies independently.
There must be something deeper going on.
EDIT: solved
If we do the math, 792p uses the eSRAM about as perfectly as possible.
(32 MB * 1024 KB/MB * 1024 KB/B) / (1408 * 792 pixels) = 30.01 bytes per pixel
Going for 720p results in 36.4 bytes per pixel
Going for 900p results in 23.3 bytes per pixel
Going for 1080p results in 16.18 bytes per pixel
deferred shading vs deferred lighting
We also know Infamous SS uses 40 bytes per pixel so the extra 2 bytes is definitely useful.
Based on this I'm all but certain 792p will become a recurring theme on the XBO going forward.
My guess would be that it either has something to do with how the eSRAM is being allocated/used or relating to the properties of the ROPs/upscaler but I can't really figure out how they might be related.
1408 * 792 is far too specific of a value to have come from two different studios working on two massively different games with different resources/priorities/technologies independently.
There must be something deeper going on.
EDIT: solved
If we do the math, 792p uses the eSRAM about as perfectly as possible.
(32 MB * 1024 KB/MB * 1024 KB/B) / (1408 * 792 pixels) = 30.01 bytes per pixel
Going for 720p results in 36.4 bytes per pixel
Going for 900p results in 23.3 bytes per pixel
Going for 1080p results in 16.18 bytes per pixel
Deferred shading uses a G-Buffer that is 20 bytes per pixel and a radiance target that is 8 bytes per pixel for a total of 28 bytes per pixel.
source
deferred shading vs deferred lighting
We also know Infamous SS uses 40 bytes per pixel so the extra 2 bytes is definitely useful.
That was my suspicious as the reason.
Modern g-buffers* in deferred renderer can get pretty damn huge, especially when they haven't been built with bandwidth in mind (ie, they just keep getting bigger as people dump more stuff in them).
* ('geometry buffer' - basically writing out things like normal, diffuse color, etc to a set of intermediate render target buffers)
For comparison UE4's gbuffer has 4 32bit RGBA render targets, and a 64bit FP16 RGBA target for emissive contribution. When adding depth + stencil on top of that you're looking at a similar size per pixel.
Needless to say, smaller is better for bandwidth.
For a more extreme example, Imfamous:SS has a very large g-buffer, at well over 40 Bytes per pixel. That's over 80MB at FHD...
Based on this I'm all but certain 792p will become a recurring theme on the XBO going forward.