Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:

Regularly scheduled events

Report this Comment
Use this form to report the selected comment to the moderators. Reporting should generally be used only if the comment breaks forum rules.

25. Re: Unreal Engine 3 Adding DirectX 11 Support Mar 2, 2011, 18:12 Hanneth
 
You hit the hammer on the nail "at least on a PC". The Xbox360 uses a unified memory design. This means that the CPU, GPU and sound are all accessing the same memory causing a major memory bottleneck.

Most PCs have dedicated memory for each of these things.

Also adding more memory slows down the memory access time. On some old motherboards you would see this where if you had 1 or 2 slots filled you could run at 133mhz, where if you filled all 3 slots you could only run at 100mhz.

Everything is about trade offs. For example, if you have a 64-bit AMD, or Intel computer, it probably isn't actually a 64-bit computer unless you have an Itanium.

It is most likely a 32-bit/64-bit/80-bit/128-bit hybrid. 32-bit instruction set, 64-bit integer and memory addressing, 80-bit floating point and 128-bit SIMD instructions. Even then the actual memory controller is probability 42-bit or 48-bit. The more bits, the slower it takes to run, unless you need that precision, then it is faster, thus why the hybrid architecture.

I guess that kinda makes sense. That said, memory speed doesn't really seem to make any significant performance difference, at least on the PC. In real-world gaming benchmarks, using DDR2 memory will result in the same loading times and framerates as using DDR3 memory. In this case, quantity is more important than quality.
 
 
Subject
  
Optional
Message
 
Login Email   Password Remember Me
If you don't already have a Blue's News user account, you can sign up here.
Forgotten your password? Click here.
 




footer

Blue's News logo