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Crytek Not Expecting Xbox One eSRAM Bottleneck To Be Patched But Expects Unique Tech For It

Posted on the 08 May 2014 by Sameo452005 @iSamKulii
Crytek Not Expecting Xbox One eSRAM Bottleneck To Be Patched But Expects Unique Tech For It
More developers have spoken out about the limitations that eSRAM is posing, and with Crytek releasing a Xbox One launch title, the devs have had first hand experience with the consoles' tech.  
Crytek’s US Engine Business Development Manager Sean Tracy spoke to GamingBolt about the same and about the current bottlenecks that eSRAM poses to developers. Does he expect it to be patched in the future?
“I can’t speak to whether this will be patched or improved in the future, but I wouldn’t expect it as a developer,” he said to GamingBolt. “Game developers are masters at engineering workarounds to hardware limitations and I think you’ll see unique and novel technology developed just for such a purpose.”
Now that the PS4 and Xbox One have finally started rolling, what are Sean’s thoughts on both consoles as well as Crytek’s CryEngine ability to scale for the next generation of games given their similar yet different architectures?
“We are delighted with the updates to the next-gen hardware but of course always want more! The unified architecture of the APU’s allows us to easily leverage massive amounts of resources for all kinds of features including rendering, physics, animation and more. Though the PS4 and Xbox-One don’t offer an enormous jump over the previous generation in terms of raw processing power, the custom AMD APU’s within both platforms represent a huge leap forward in terms of integration and capability.
“This seen to us as a thin and very fast intercommunication layer between was used to be dealt with as separate chips (CPU and GPU). Practically this yields great results when used for re-projection techniques like reflections or occlusion as well as for massive compute shader calculations which we use for all our deferred lighting computation.”

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