Vicious Cycle Software CEO also talks higher visual fidelity versus a better frame rate.
Nothing new here. Every gamer already knows that unified memory is better then the esram setup... Move along.
* Whenever I hear dev's say what can't be done, I look at what HAS been accomplished on said system and laugh. * " This is hard".." this makes it difficult"..."this can't be done"... And then we see like 4-5 other teams of developers figure out a way to do it. * What that tells me is that there are a ton of dev's within video games who aren't as good at what they do as they think they are. * Just because I can't accomplish a task, doesn't make it difficult or impossible. 3rd Party Dev's " Wii U isn't powerful enough" Then we see Nintendo put out Mario Kart 8 & SM3DWorld and I'm like.....yea your lying.
You forgot to add the /s at the end of your obviously sarcastic sentance... at least i hope you were being sarcastic.
so based on their comments I would expect this game to ship 1080p 30fps.
I think some of these devs needs to go back to school. They whine and complain that they can't find a way to hit their target. But two days later we another dev saying well we didn't do this right from jump. I say stop whining and do ya job first instead finding somebody website to throw salt at Microsoft CUZ you cant code properly
These are hard working developers, no need to insult them for stating the obvious that a split ESRAM+DDR3 is more difficult to code for than unified GDDR5.
No one here seems to have a clue of what "Render Target" means. It has nothing to do with intended performance of a game. IT IS A TECHNICAL TERM. A Render Target is a memory buffer (in RAM) that draws a single frame. This can, and usually is, combined with other render targets of different channels (i.e. diffuse lighting, depth data, normal data, specular data, shadows, etc. etc.) and composited into the final rendered frame that is displayed. So yes, RAM (especially Video RAM) can have a big impact on Render Targets. This is one of the many reasons VRAM on PC graphics cards use GDDR5.
I can't believe a year and a half later we're still talking about esram.
Why not? They talked about the PS3 split memory for an entire generation! Just because a development team is unable to hit a targeted performance point regardless of whatever system They've tried to hit it on, doesn't automatically relegate the developers to being bad or even lazy developers! For one developers use different engine with different toolsets, two developers have different and unique techniques to go about develop a game. Where one development team might be proficient in specific areas, another development team might not be as proficient in those same areas. This same subject was discussed an entire generation with the PS3, and even I knew that the difficulties encounted by the mass majority of multiplatform developers wasn't necessarily due to them being incompetent, unskilled and, lazy when it came to developing for the PS3! Sony bore the majority of that weight due to the PS3 unique architecture.
Remain calm devs! Win-10...DX12...and new & improved PIX tool are coming to your SDK, if not already. This article is pretty funny. Many devs have already stated that the eSRAM is already wayyyy easier to use now then it was at launch, thanks to like (4) sdk updates already. Next update is Win-10, DX12, and new PIX tool. Basically the PIX tool does all the eSRAM work for the dev, takes the "Hard-Work" out of it. Also, DX12 will make eSRAM more efficient.
PIX is actually a debugging tool for the Direct X API. It doesn't technically fix anything . PIX can take a snapshot of an application running, store the calls to Direct3D and data used in that single frame, and recreate the frame step-by-step, allowing the programmer to see the intermediate contents of various buffers and devices, debug individual vertices and pixels, or see which call took the most processing time. But improved tools is always a plus for the video game creation process.
Rumors are mgs:tpp is now 1080p/60 on Xbox One. Saw it on neogaf
How many times do we have to hear about esram? We already know what it's capable of and the problems that it has. Unless the developer contributes something new I don't see a point in posting articles about it. I'm more interested in the features that Microsoft didn't talk about during e3 like the power of the cloud and how DX12 will impact the XB1.
I like my eSRAM , don't have a clue what it can or cant do , don't really care ...kinda like being married , if something good comes of it , that's a bonus...yep , I like my eSRAM...
Wait for DX13 this will not be a issue.
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