Hey Guys,
VGLeaks are reporting an exclusive claim that they have the information behind the GPU that will be in the next gen Xbox, codenamed Durango. People are classifying this as a huge rumor, so keep that in mind. Until Microsoft releases any official information, we know nothing, but for those who are interested, keep reading.
"The following table describes expected performance of the Durango GPU. Bear in mind that the table is based only on hardware specifications, not on actual hardware running actual code. For many reasons, theoretical peak performance can be difficult or impossible to achieve with real-world processing loads," the
For information on what all of this jargon means click here as I know nothing about the topic.
VGLeaks are reporting an exclusive claim that they have the information behind the GPU that will be in the next gen Xbox, codenamed Durango. People are classifying this as a huge rumor, so keep that in mind. Until Microsoft releases any official information, we know nothing, but for those who are interested, keep reading.
"The following table describes expected performance of the Durango GPU. Bear in mind that the table is based only on hardware specifications, not on actual hardware running actual code. For many reasons, theoretical peak performance can be difficult or impossible to achieve with real-world processing loads," the
report states. Take a look at the table below:
I have no idea what any of the above means.ESRAM
Durango has no video memory (VRAM) in the traditional sense, but the GPU does contain 32 MB of fast embedded SRAM (ESRAM). ESRAM on Durango is free from many of the restrictions that affect EDRAM on Xbox 360. Durango supports the following scenarios:
- Texturing from ESRAM
- Rendering to surfaces in main RAM
- Read back from render targets without performing a resolve (in certain cases)
The difference in throughput between ESRAM and main RAM is moderate: 102.4 GB/sec versus 68 GB/sec. The advantages of ESRAM are lower latency and lack of contention from other memory clients—for instance the CPU, I/O, and display output. Low latency is particularly important for sustaining peak performance of the color blocks (CBs) and depth blocks (DBs).
For information on what all of this jargon means click here as I know nothing about the topic.
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