We all know Microsoft's strategy in choosing the memory architecture for the Xbone - split into the main DDR3 and on-die ESRAM pools. This thread isnt about that. Its not about comparison with PS4 APU either. I'm talking about the size Microsoft choose for the ESRAM - 32MB.
I'll start off with a quote from Anandtech's Xbone Arch analysis;
(which it is) then it will be of significant perf benefit in terms of current workloads but also notes that there is not much room for growth.
Moving onto an another Anand piece on the GT3e (Iris Pro 5200) ..
To me, this just reads like a non-issue right now but years down the road, devs may need to play the optimize game more and more with the 32MB of ESRAM.
I'll start off with a quote from Anandtech's Xbone Arch analysis;
So Anand notes that if ESRAM is used as a cacheAnandtech said:To make up for the gap, Microsoft added embedded SRAM on die (not eDRAM, less area efficient but lower latency and doesn't need refreshing). All information points to 32MB of 6T-SRAM, or roughly 1.6 billion transistors for this memory. It’s not immediately clear whether or not this is a true cache or software managed memory. I’d hope for the former but it’s quite possible that it isn’t. At 32MB the ESRAM is more than enough for frame buffer storage, indicating that Microsoft expects developers to use it to offload requests from the system memory bus. Game console makers (Microsoft included) have often used large high speed memories to get around memory bandwidth limitations, so this is no different. Although 32MB doesn’t sound like much, if it is indeed used as a cache (with the frame buffer kept in main memory) it’s actually enough to have a substantial hit rate in current workloads (although there’s not much room for growth).
Vgleaks has a wealth of info, likely supplied from game developers with direct access to Xbox One specs, that looks to be very accurate at this point. According to their data, there’s roughly 50GB/s of bandwidth in each direction to the SoC’s embedded SRAM (102GB/s total bandwidth). The combination of the two plus the CPU-GPU connection at 30GB/s is how Microsoft arrives at its 200GB/s bandwidth figure, although in reality that’s not how any of this works.
Moving onto an another Anand piece on the GT3e (Iris Pro 5200) ..
So on one hand we have a console APU that needs to be future-proofed for atleast 5 years and Microsoft chose 32MB and on the other hand we have a very miserly Intel which is very conservative with it's die-sizes and they decided to future-proof theirs with 128MB.Anandtech said:There’s only a single size of eDRAM offered this generation: 128MB. Since it’s a cache and not a buffer (and a giant one at that), Intel found that hit rate rarely dropped below 95%. It turns out that for current workloads, Intel didn’t see much benefit beyond a 32MB eDRAM however it wanted the design to be future proof. Intel doubled the size to deal with any increases in game complexity, and doubled it again just to be sure. I believe the exact wording Intel’s Tom Piazza used during his explanation of why 128MB was “go big or go home”. It’s very rare that we see Intel be so liberal with die area, which makes me think this 128MB design is going to stick around for a while.
The 32MB number is particularly interesting because it’s the same number Microsoft arrived at for the embedded SRAM on the Xbox One silicon. If you felt that I was hinting heavily at the Xbox One being ok if its eSRAM was indeed a cache, this is why. I’d also like to point out the difference in future proofing between the two designs.
To me, this just reads like a non-issue right now but years down the road, devs may need to play the optimize game more and more with the 32MB of ESRAM.