Project Scorpio Spec Analysis - How The Removal of eSRAM Will Help Games Development
The downside to the use of EDRAM was, again, its limited quantity. 10 megabytes isn’t really that much, no matter how you cut it. It wasn’t quite enough to store a single, 720p frame with 4x MSAA and postprocessing. Some developers took the easy way out here by having game run at sub-native resolutions.
A 640p buffer with AA and post-process effects could fit into the 10 MB EDRAM cache, which is why titles like Halo 3 run at this resolution. Just as with the Xbox One’s ESRAM years later, the problem here is that rather than giving them additional performance headroom, developers were forced to work around the EDRAM cache.
Link to Microsoft whitepaper on Project Scorpio: http://www.eurogamer.net/articles/digitalfoundry-2017-the-race-to-4k-how-scorpio-targets-ultra-hd-gaming
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