Xbox One SDK Leak Analysis Part 3 | Move Engines & Available Bandwidth In Various Scenarios

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Diablo III
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Diablo III (2012)
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http://www.redgamingtech.com/xbox-one-sdk-leak-part-3-move-engines-memory-bandwidth-performance-tech-tribunal/
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With GDC 2015 fast approaching, it's high time we got through the last major hardware parts of the Xbox One's SDK leak. In this particular article, we'll cover the DMA Move Engines and the remaining questions around the Xbox One's memory bandwidth and copy operations. In the forth part, we'll tackle the SHAPE audio processor and the remaining hardware components!

There are four DMA move engines are built right onto the GPU block, and are 'fixed function' (meaning you can't tell them to do something completely different, they've a job to do and that's all they're happy in performing. This is opposite to say a CPU, which can run a vast variety of code and instructions). So we're on the same page, DMA stands for "Direct Memory Access" and as you've probably gathered by now, their job is to move data around the Xbox One's memory system. The idea behind their implementation is they can move data around the machine while reducing the overhead on either the consoles CPU or GPU, and they can compress data as they move it about (and perform a few other functions). Move Engines aren't a completely new technology, and consoles and other systems have used similar technology before, but in some cases they weren't fixed function. Jumping back a generation, Sony's Playstation 3 used the Cell Processor, and its SPU's could also do these type of operations. It's important to note though, that SPU's were quite crucial for graphics (and other operations) and thus using them for moving data about isn't as ideal.

http://www.redgamingtech.com/xbox-one-sdk-leak-part-3-move-engines-memory-bandwidth-performance-tech-tribunal/ - full article available here


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