El interior de Xbox One OG / S / X

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El interior de Xbox One OG / S / X

Notapor BiG Porras » 22 Jun 2014, 18:13

Aquí iremos recopilando las entradas y demás aportaciones técnicas de nuestros especialistas en el foro y debatiendo sobre ellas.
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Re: El interior de Xbox One

Notapor DEFALT » 22 Jun 2014, 20:52

"DirectX 12 es muy emocionante para nosotros! Como una tecnología basada en la CPU, tener más potencia de procesamiento de esta disponible es siempre una ventaja. Pero más que eso, el renderizado de las texturas siempre sobrecarga a la GPU, lo que en este caso, con DirecX12, nos daría la posibilidad de aprovechar ese plus de potencia de la CPU para relajar el rendimiento de la GPU"

Palabras de Joe van den Heuvel de Cloakworks, una compañía especializada en la simulación de texturas.

The new consoles, PS4 and Xbox One, for the most part have a powerful GPUs backed up by a solid amount of memory but the clock speed of their respective CPU are no where closer to what we have in modern gaming PC CPUs. The Xbox One is clocked at 1.75Ghz whereas the PlayStation 4 is rumored to be a clocking at 1.6Ghz with the capability to be over clocked at 2.75Ghz. So how do these numbers matter in cloth simulation technology?

GamingBolt recently got in touch with Joe van den Heuvel from Cloakworks, a company that specializes in cloth simulation in video games. “Clock speed isn’t always a reliable way to compare the relative performance of two different processors,” Joe tells us. “The key difference with the processors of the latest generation is that they are a lot wider. The number of floating point operations that a can be done with a single SIMD instruction has doubled since the last generation. The number of processor cores has increased as well, and so has the memory bandwidth. This all adds up to a massive opportunity to do work in parallel, and Shroud takes full advantage of that; it can go very wide to enable outstanding throughput performance,” he further explains.

Cloakworks is a technology that is mostly dependent on CPU so we asked Joe about the benefits DirectX12 can bring to the simulation, especially given that the CPU Overhead is expected to reduce by 50% with DX 12.
“DX12 is very exciting for us! As a CPU-based technology, having more CPU processing power available is always a plus. But more than that, pushing the results of the cloth simulation to the GPU to be rendered every frame has some overhead associated with it. If DX12 can help reduce this overhead it could make using Shroud even more attractive to developers,” he explained.


http://gamingbolt.com/ps4xbox-one-clock-speed-isnt-a-reliable-way-to-compare-performance-dx12-can-boost-cloth-simulation
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Re: El interior de Xbox One

Notapor DEFALT » 23 Jun 2014, 20:31

"This brilliant bargain is obviously show-worthy, which is why Microsoft is suggesting it is turning itself into a cloud-first company. Earlier this year in the Build 2014 conference Microsoft suggested how the Xbox One Cloud could generate performances that would even surpass those of a powerful PC. The FGPA usage idea wasn’t quite publicly well-known as it is right now, which is why many turned a deaf ear to the claims. However, seeing Microsoft’s large investment and drive to go forward with this system, there are high chances Microsoft will be using Catapult to empower the Xbox One – Bing will start to utilize the system fully in 2015, and we can expect the Xbox One Cloud service to utilize the flexible technology shortly after."


http://segmentnext.com/2014/06/18/microsoft-catapult-cloud-technology-to-boost-xbox-one-performance/

http://techfrag.com/2014/06/16/microsoft-catapults-transistor-crisis/
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Re: El interior de Xbox One

Notapor BiG Porras » 23 Jun 2014, 21:06

Este hilo sin astroturfers no mola, no es lo mismo... :(
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Re: El interior de Xbox One

Notapor DEFALT » 23 Jun 2014, 21:16

Este hilo es un humilde parche de lo que hay en el grupo de X1vsPS4. En breve queremos acoplar una página de inicio al foro con enlace directo a distintas ventanas donde se publicarán, en una especie de blog integrado, las diferentes entradas que nuestros estimados especialistas del foro publiquen.
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Re: El interior de Xbox One

Notapor BiG Porras » 24 Jun 2014, 23:14

muy buena idea, las pruebas de fuera se ven bien.
-editado por offtopic-
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Re: El interior de Xbox One

Notapor JaviSoft » 24 Jun 2014, 23:39

-editado por offtopic-
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Re: El interior de Xbox One

Notapor BiG Porras » 24 Jun 2014, 23:46

-editado por offtopic-
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Re: El interior de Xbox One

Notapor DEFALT » 24 Jun 2014, 23:53

Respetemos el topic please. Para lo demás:

http://www.elotroforo.net/viewtopic.php?f=22&t=55
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Re: El interior de Xbox One

Notapor DEFALT » 25 Jun 2014, 00:42

Somewhere between these two SoCs lies the multi-die module for Microsoft’s XBOX One (Figure 3), described at the conference by Microsoft’s John Snell. The module contains an SoC die with formidable memory resources. The SoC carries eight AMD Jaguar cores, grouped into two clusters of four. Each core has 32 KB each of L1 instruction and data cache. Each cluster of four CPU cores shares a 2 MB L2. In addition, there are four 8 MB shared SRAMs on the die, by themselves providing a minimum of 109 GBps of bandwidth to the CPUs.

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Getting to DRAM

But there is another message to be read from the XBOX One SoC. No matter how much on-die cache you have, there is no substitute for massive DRAM bandwidth. The SoC die includes a four-channel DDR3 DRAM controller, providing 68 GBps peak bandwidth to the 8 GB of DRAM mounted in the module.

The idea of multiple DRAM channels is not limited to game systems. Packet-processing SoCs began providing multiple, fully-independent DRAM controllers several years ago. But the strategy has challenges. It imposes even more complexity on memory optimization, as system designers must decide what data structures to map to which channel or controller. It also, of course, creates the possibility of giving a particularly demanding task its own private DRAM controller, which in some embedded applications can be valuable. But multiple DRAM channels also can quickly eat through the available pin count and I/O power budget.

Pin count can become an issue even in FPGA designs, where the designer has great flexibility to reorganize logic and select a larger package. Altera’s Advanced System Development Kit (Figure 4), a board intended for prototyping and delivering bandwidth-intensive designs in areas such as HD video processing, layer-7 packet inspection, or scientific computing, is a useful case study.

Imagen

Mark Hoopes, an Altera specialist in broadcast applications, explained that the board had to be provisioned for huge memory bandwidth without detailed knowledge of the specific designs that users might implement in the two large FPGAs. So to plan the board, Hoopes examined the memory use patterns of existing Altera® video intellectual property (IP), and interviewed external design teams about their needs.

The results were sobering. “When you look at individual functions, memory requirements look reasonable,” Hoopes says. “But when you combine functions, requirements climb through the roof.” In one case, an application developer requested both a full 256 bit-wide DDR3 interface and four channels of QDR II SRAM on each FPGA. Even with 1932 pin packages, that was insupportable. So the designers ended up with the four SRAM banks and a 192 bit DDR3 interface.

Hoopes makes an interesting point about the value of multiple memory controllers to an SoC. He says that often IP developers are very skilled at memory optimization at the subsystem level, and may even provide their own optimized DRAM controller. It can make sense to dedicate a DRAM channel to a subsystem just to keep other IP blocks from ruining the subsystem designers’ optimizations.

http://www.altera.com/technology/system-design/articles/2013/memory-bandwidth-hot-chips-conference.html

-Por cortesía de la Papapedia-

PD: por si había dudas sobre lo tratado en la ISCA 2014, Catapult y si One hacía o no uso de esa tecnología, y en particular de los FPGA.
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