What is Unified Memory?
Think of unified memory as “communal showers”. All the Xbox components will be able to dynamically share this memory. Dynamic means that the developer can decide how much memory to allocate to certain tasks. In contrast, the Playstation 2 has a dedicated 4 MB of VRAM which is being criticized as a limiting factor in its graphics rendering.
• Single memory array for all kinds of data • Data stored at each pixel (called on-screen data): • 16-32 bit RGB w/Alpha transparency, 1 to 4 buffers • 24-bit Z depth buffer for hidden-surface removal • 8-bit stencil for various weird operations • 8-bit display formatting information • 8-bit overlay planes for user interface and annotation • Textures for realistic surface features • Off-screen auxiliary buffers Previous slide Next slide Back to first slide View graphic version
Related Questions
- Previous PC implementations that have utilized an architecture based around a unified block of memory have been unimpressive. How is the Silicon Graphics visual workstation different?
- Isn Accelerated Graphics Port a new name for Unified Memory Architecture (UMA)?
- Whats the big deal about unified memory?