New leaked details on Project Scorpio: nothing ESRAM, fast RAM, CPU Zen unlikely
Among the most interesting information we find out so that the new console will not be equipped with the controversial ESRAM , hyper-fast memory area-but extremely reduced-present on Xbox One to make up for the sluggishness of the main Microsoft document DDR3 memory explains that the new console will have a fast memory (and equally quick data bus) that will effectively useless use of ESRAM , but added that developers should not however stop supporting it so that, when you turn on Xbox One games are properly optimized. Views these statements, Digital Foundry assumes that Scorpio will have a fast GDDR5 memory to 12 GB.
Another interesting detail is that relating to the CPU : latest rumor have speculated that the console will be equipped with a fast CPU to AMD's new generation Zen family, such as the upcoming Ryzen, but from documents obtained from Eurogamer seems won't be so and that, indeed, the CPU will maintain a speed similar to that of the Xbox One just like the CPU of PS4 Pro stands out too much from that of the console base. In the Microsoft document explains that developers may want to use the power of the GPU, confirmed in the document have the computing capacity of 6 TFLOP , not to increase the resolution of the games up to 4 k but for double the frame rate from 30 to 60 fps. The company suggests, however, that while the GPU will be 4.5 times more powerful than the current one, the CPU will not and is therefore advisable in these cases to use special techniques to "animation interpolation" enhance spin the CPU at 30 fps whereas the GPU goes to 60. In short, as saying: If your game runs at 30 fps on Xbox One, you can send the GPU at twice the speed but not the CPU, so you will have to use special techniques to handle this difference in frames per second. Obviously if Scorpio was equipped with a more powerful CPU CPU-based Zen should not resort to gimmicks like, then DF concludes that this rule out the presence of that technology to your new console.
With regard to the obligation or not to take advantage of the 4 k, in document directed developers Microsoft insists that this is not a requirement, explaining that if you prefer to use the additional power for better rendering, shaders, shadows or to enrich the mole game polygonal keeping resolution at 1080 p, it is still a viable way without problems.
The article then elaborates on many other details about rendering techniques, level 2 cache, and so on that are understandable only to hardware but more experienced computer graphics, so we avoid riportarveli all referring to the original page for any insights.
We leave you to take it all with a grain of salt, however, sensing in: the document provided Eurogamer came into possession, dating back to last summer, may not be definitive and some specifics may have changed in the meantime: we'll be waiting for official data!