Xbox One ESRAM - Devs Techland Speak - Discusses ESRAM - Helps Ease Game Development
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"We haven't played around with the eSRAM much yet. Currently, we use it for storing the zbuffer and shadowmaps. It's especially helpful because the memory is readily available for any purpose and unit: the CPU, the GPU, textures, render targets, etc. It really smoothes out the optimization process."
With the xbox one getting lots of flack due to the ESRAM, it's an interesting set of comments from Techland, the developers behind the upcoming Dying Light.
For part one of the full breakdown of the xbox one's internals and hardware checkout this article here - http://www.redgamingtech.com/xbox-one-the-hardware-specs-and-architecture/
The inclusion of the ESRAM on the Xbox One has taken a lot of the Xbox One's SOC die space up, which has meant the inclusion of less GCN cores - as seen in one of our articles here http://www.redgamingtech.com/xbox-one-die-shots-revealed-apu-info-comparison-against-ps4/
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