GPU Memory, and Clogged Pipes (Part 3 - PS2 and Dreamcast/PowerVR) -
Автор: RTL Engineering
Загружено: 2022-06-23
Просмотров: 5749
What is the largest factor that makes GPUs tick, besides the core clock? It's the memory, which can cause a GPU pipeline to flow or grind to a halt.
This video picks up where the last one left off, by going over the memory architecture of the Playstation 2 and Dreamcast/PowerVR GPUs. This video was made as part of #GPUJune2.
Part 1 of this video can be found here: • GPU Memory, and Clogged Pipes (Part 1 - PS...
Part 2 of this video can be found here: • GPU Memory, and Clogged Pipes (Part 2 - 3d...
Chapters:
0:00 Recap
1:15 Playstation 2 Overview
5:34 PS2 Memory Structure
8:39 PS2 Detailed Pipeline
15:20 Bandwidth Limitations and Dreamcast
18:28 Binning and TBDR
21:30 Overdraw and HSR
23:19 Transparency
25:17 Dreamcast Overview
27:32 Dreamcast Tile Accelerator
29:31 Dreamcast Image Processor
32:39 Dreamcast Shading Processor
38:11 Bandwidth Scaling
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