http://channel9.msdn.com/Events/Build/2013/1-001 Start @ around 59:45
Maybe you should actually read the DX 11.2 spec.That looks like it. pretty cool what could be done with only 16MB. They are providing an interface to new hardware feature. It's more then PRT, it works on textures, geometry and lighting (I'm assuming you don't light what you can't see). It must be saving a lot of bandwidth and or using a set amount of bandwidth.
It kinda explains how MS was able to make the cars so detailed on the new forza. This is a really interesting feature. Also note that he says this will work on DX11 cards out there but that it won't work on iOS or any platform outside of windows 8.1 or Xbox one.
If that's the case then I can see how MS went with the hardware they did. What little speed advantage difference sony has on paper is further lost when a developer uses this feature. People really need to talk about this more and break it down.
Maybe you should actually read the DX 11.2 spec.
That looks like it. pretty cool what could be done with only 16MB. They are providing an interface to new hardware feature. It's more then PRT, it works on textures, geometry and lighting (I'm assuming you don't light what you can't see). It must be saving a lot of bandwidth and or using a set amount of bandwidth.
It kinda explains how MS was able to make the cars so detailed on the new forza. This is a really interesting feature. Also note that he says this will work on DX11 cards out there but that it won't work on iOS or any platform outside of windows 8.1 or Xbox one.
If that's the case then I can see how MS went with the hardware they did. What little speed advantage difference sony has on paper is further lost when a developer uses this feature. People really need to talk about this more and break it down.
It's just PRT. Nothing in that demo was not PRT. The extra detail comes from normal mapping.
again, PRT only works on textures, this works on everything. textures, geometry, etc...
I'm confused. I can see the benefit of this for PCs where you can store graphics in main ram but still reference it as though you have a large pool of graphics ram (but you'll want to be careful due to different transfer speeds of main vs VRAM).
But both Xbox one and PS4 have unified memory pools anyway. They will both be able to use all the ram for graphics if they want. What is the specific benefit of PRT here?
And where in the video does he even mention geometry?
I'm confused. I can see the benefit of this for PCs where you can store graphics in main ram but still reference it as though you have a large pool of graphics ram (but you'll want to be careful due to different transfer speeds of main vs VRAM).
But both Xbox one and PS4 have unified memory pools anyway. They will both be able to use all the ram for graphics if they want. What is the specific benefit of PRT here?
And this is a threadworhy why? Because PC still have split memory pools?
Radeon cards support this for a long time now, both consoles will support it just fine. Slower ram on Xbone will not magically became better if MS starts throwing PR speek on us.
He mentions 3 gigs of data for the first demo and 9 gigs of data for the second one. He never states that it's only texture data.
http://channel9.msdn.com/Events/Build/2013/1-001 Start @ around 59:45
This sounds like partially resident textures. The GCN architecture supports this so the PS4 has this as well.
from the durango leaked spec thread:
"Virtual Addressing
All GPU memory accesses on Durango use virtual addresses, and therefore pass through a translation table before being resolved to physical addresses. This layer of indirection solves the problem of resource memory fragmentation in hardwarea single resource can now occupy several noncontiguous pages of physical memory without penalty.
Virtual addresses can target pages in main RAM or ESRAM, or can be unmapped. Shader reads and writes to unmapped pages return well-defined results, including optional error codes, rather than crashing the GPU. This facility is important for support of tiled resources, which are only partially resident in physical memory"
if this is a standard hardware feature then is should be supportable in PS4.
from the durango leaked spec thread:
"Virtual Addressing
All GPU memory accesses on Durango use virtual addresses, and therefore pass through a translation table before being resolved to physical addresses. This layer of indirection solves the problem of resource memory fragmentation in hardware—a single resource can now occupy several noncontiguous pages of physical memory without penalty.
Virtual addresses can target pages in main RAM or ESRAM, or can be unmapped. Shader reads and writes to unmapped pages return well-defined results, including optional error codes, rather than crashing the GPU. This facility is important for support of tiled resources, which are only partially resident in physical memory"
if this is a standard hardware feature then is should be supportable in PS4.
Maybe, although it sounds like MS put their own tech in to the GPU/hardware itself (from XB1 arch. panel):
There's also some technology we put in to enable really large dynamic worlds as well. We have this thing called partially resident textures that the gpu supports which actually means that you can save esentially gigabytes of memory in not having to have all of the data loaded at all of the time. So the gpu itself can figure out if something is in memory or not, it doesn't need everything to be physically in memory the whole time. We also put in a compression as well, we have lz77 move engines that can just work behind the scene and compress/decompress, which is going to be really super important for working with data from the cloud.
Although it does seem like on the Move engines are the only propriety tech, especially if we're seeing PRT on all platforms. Not sure why they'd highlight it?
The PS4's GPU also supports PRT.
especially if we're seeing PRT on all platforms
Maybe, although it sounds like MS put their own tech in to the GPU/hardware itself (from XB1 arch. panel):
There's also some technology we put in to enable really large dynamic worlds as well. We have this thing called partially resident textures that the gpu supports which actually means that you can save esentially gigabytes of memory in not having to have all of the data loaded at all of the time. So the gpu itself can figure out if something is in memory or not, it doesn't need everything to be physically in memory the whole time. We also put in a compression as well, we have lz77 move engines that can just work behind the scene and compress/decompress, which is going to be really super important for working with data from the cloud.
Although it does seem like on the Move engines are the only propriety tech, especially if we're seeing PRT on all platforms. Not sure why they'd highlight it?
It's most definitely possible on the PS4, and will likely happen, but the main point isn't so much that this is something to brag about and claim the PS4 can't do, but more to point out that the Xbox One's architectural decisions make a lot more sense when things like this are supported at a hardware level. Suddenly, 32MB of low latency ESRAM and move engines that will help developers better utilize the ESRAM don't seem all that bad, which is something I've been saying for some time.
I said that in my post.
I think it's slightly the other way around. I think I would say that Xbox One's design, with the unconventional capacity:bandwidth ratios across two pools, makes a necessity of features like this, if you want to make optimal use of it, rather than Xbox One being designed for those features specifically. If eSRAM had gobs of bandwidth in excess of a conventional design I might be more inclined to agree with you.
They did say it's automatic. I guess people had to write their own implementation of this previously?
If they intended on designing the system this way with tech like this in mind, then, yes, I would agree that the tech feature they designed for in the first place is indeed a necessity for a platform that was largely designed to benefit greatly from the approach. Also, the bandwidth situation, for example, on the Xbox One's ESRAM is in a much better situation compared to that of, say, EDRAM on the Xbox 360, which seems a highly complimented aspect of the system's design. Also, even beyond what the bandwidth is for the overall system, or even for just the ESRAM, there will definitely be benefits to it being very low latency. In all the focus on bandwidth, a lot of people are maybe undervaluing the potential benefits of the very low latency of the ESRAM.
Doesn't this technique make use of ESRAM/DDR3? So it wouldn't be available for the PS4, right?
It is baked into both APU's. So yes both consoles can do it.
If you wanted to use this before in Direct3D you had to implement your own and do without certain hardware features like texture filtering e.g. do your own filtering in the shader.
When they talk about it being automatic, I assume they mean like the opengl extensions, where you can allocate a texture in the usual fashion and the paging is taken care of for you behind the scenes.
That's true, and it would be interesting to compare texturing from one type of memory vs another. But 'conventional' modern designs do carry features designed to mitigate texture read latency that might level that playing field vs a simple comparison of main memory latencies, so I would hazard to guess one way or another without looking at real performance.
What I mean by the bandwidth comment is that if eSRAM was affording a lot more bandwidth than a conventional setup, PRT with eSRAM would give a more obvious benefit of allowing a lot more texture sampling vs a conventional design (in concert, perhaps, with more texture units than Xbox One affords). There'd be a strong case for using eSRAM in this fashion to take advantage of that bandwidth and more texture units, towards texturing goals not so readily achievable on a lower bandwidth setup. Unfortunately using eSRAM here won't buy you sampling capacity that you won't get out of a conventional system.
They did say it's automatic. I guess people had to write their own implementation of this previously? Although I wish we had more information how the move engines and a feature like this work together.
Don't understand why people are bringing the ps4 into this. What does this mean for current games running under windows 8.1?
textures that becomes alot better if you zoom in? Sounds like a good feature for future Oculus Rift with positional Headtracking. But would games not become really big if every texture now becomes super awesome?
You may be totally correct, but there's perhaps a very strong chance you get greatly increased efficiency as a result of the latency benefits which grant major improvements in memory access during memory limited situations. Even with conventional modern designs carrying features to try and mitigate latency issues, I think it might be hard, or potentially even impossible in some instances, for any such measures to ever truly make up for latency gains you'd receive from extremely low latency ESRAM that can be used as a GPU data source.
Nothing. Games have to be designed to use it.
I don't think so, as one of the main selling points seems to be using less memory or space to achieve even more impressive results.
Y
The big question left and that we can't answer, however, is just how big a bonus is the latency on Xbox One's ESRAM compared to more traditional modern approaches to GPU design?