Re: [情報] 傳Scorpio即將於下週正式亮相
※ 引述《talan (這個好吃嗎)》之銘言:
: https://twitter.com/tomwarren/status/849915658859106304
: Microsoft won't be naming Project Scorpio or showing off the console today,
: AFAIK. It's purely specs, but the specs will be surprising
: The Verge的Tom Warren在推特表示,
: 今晚不會展示天蠍的主機樣貌或是公開主機名稱
: 今天純粹是主機硬體參數,不過那些主機配置讓人出乎意料。
: ---
: 說不定也不會展遊戲實機運行的畫面或是支援遊戲之類的消息
https://i.imgur.com/DaMUbbl.png


*X1的L2快取應為2MB
https://i.imgur.com/i47aIyb.jpg

2.3GHz 訂製CPU (DF推測為Jaguar evoloved)
另文章提到通過剖析許多X1遊戲,微軟得到更多系統運作瓶頸的資料
針對那些部份去做訂製
The new x86 cores in Scorpio are 31 per cent faster than Xbox One's, with
extensive customisation to reduce latency in order to keep the processor
occupied more fully, while CPU/GPU coherency also gets a performance uplift.
時脈比原始版快31%,而且通過大規模修改訂製來降低延遲,讓CPU儘量能滿載。
6TF GPU - 2560 cores、40 CU 時脈 1172MHz
12G GDDR5 8G開放給遊戲使用
尖端的冷卻技術
內建電源供應器
4K 60fps遊戲DVR確定(Xbox 360相容遊戲只能用1080P錄)
DVR提供更強遊戲截圖功能(連續影像一幀一幀記錄到快取中 從中選出最佳的一張)
有系統層級的4K downsampling 1080P功能
所有Xbox One&360相容遊戲都能受惠的部分
得益於額外GPU與CPU能力,動態解析度的遊戲可望一直保持在最高解析度
畫面幀數可望一直保持或長時間保持在上限
所有X1與相容360遊戲 強制畫面垂直同步&16倍材質過濾
硬碟頻寬比標準X1大50%,讀取速度可以加快許多
https://i.imgur.com/cRaozNT.jpg

Forza 6用只花2天就可移植X1 Demo到天蠍並以4K解析度執行,
最低GPU使用量50% 最高到70%,遊戲尚未最佳化
ForzaTech等同PC版4K ultra特效時,耗用88% GPU資源
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※ 文章網址: https://www.ptt.cc/bbs/XBOX/M.1491485369.A.1F1.html
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微軟有解釋 因為GDDR5 記憶體頻寬比ESRAM更大,
他們直接在用虛擬記憶體的方式,映射一部分GDDR5記憶體讓遊戲以為有ESRAM
雖然延遲會比ESRAM較高的問題,但由於整體性能比原來硬體強
所以也沒造成問題
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還有 54 則推文
還有 1 段內文
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CPU瓶頸問題 天蠍團隊有解釋
However, potentially the most exciting aspect surrounding the CPU revamp
doesn't actually relate to the processor blocks at all, but rather to the GPU
command processor - the piece of hardware that receives instructions from the
CPU, piping them through to the graphics core.
"We essentially moved Direct3D 12," says Goossen. "We built that into the
command processor of the GPU and what that means is that, for all the high
frequency API invocations that the games do, they'll all natively implemented
in the logic of the command processor - and what this means is that our
communication from the game to the GPU is super-efficient."
Processing draw calls - effectively telling the graphics hardware what to
draw - is one of the most important tasks the CPU carries out. It can suck up
a lot of processor resources, a pipeline that traditionally takes thousands -
perhaps hundreds of thousands - of CPU instructions. With Scorpio's hardware
offload, any draw call can be executed with just 11 instructions, and just
nine for a state change.
"It's a massive win for us and for the developers who've adopted D3D12 on
Xbox, they've told us they've been able to cut their CPU rendering overhead
by half, which is pretty amazing because now the driver portion of that is
such a tiny fraction," adds Goossen.
To be clear, then: Project Scorpio doesn't feature Ryzen cores, but the Xbox
team are not so concerned about this. "On the CPU side of things, we could
still meet our design goals with the custom changes we made," Kevin Gammill
points out. "At the end of the day we are still a consumer product. We want
to hit the price-points where consumers want to purchase this. It's about
balancing the two."
CPU下繪圖指令是CPU最重要也最耗資源的工作之一
而他們大大減簡化CPU下繪圖指令需要使用的資源,並大大提升下指令的效率
他們為GPU弄了一個指令處理單元,把最常調用的DX12繪圖API直接內建在晶片邏輯中
並讓CPU的繪圖指令透過它告訴GPU
讓以往需要成千上萬個CPU指令才能完成的繪圖指令,
簡化到只要11個CPU指令就能達到相同目的,大量減少CPU耗用
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※ 編輯: talan (220.132.218.164), 04/06/2017 22:58:32
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