A tweet by The Verges Tom Warren claims that Lockhart will have a 20 CU GPU, marginally slower than the Xbox One X and the Radeon RX 5500 XT.
Gpu Shader Core 1080P Arjun KrishnaThis raises a key question: will Lockhart truly be fast enough to power 9th-gen experiences, even at a lowly 1080p Arjun Krishna Lal, 07022020 AMD Console Gaming Rumor.Microsofts purported entry level 9th generation console is set to feature 20 RDNA CUs, meaning 1280 shader cores. This compares favourably with AMDs Radeon RX 5500XT graphics card in the PC space, which features a 22 CU configuration with 1408 shaders. However, even if that is the case, the conservative numbers here raise some questions. The RX 5500XT itself has a tough time running a number of current-gen titles at 1080p 60 FPS, without dropping settings. However, once developers start leaving behind the Xbox One and Xbox One X, when games like Senuas Saga: Hellblade 2 become the ninth-gen norm, graphics features might have to be toned down considerably on Lockhart. Ive gone on to become a Penguin-published author and tech journalist. When Im not traveling the world, gathering stories for my next book, you can find me tinkering with my PC. The communication between CPU and GPU is optimized for large amounts of data transferred, but as a tradeoff, its not very fast. With the new update, Citra will use much more of your GPU, removing some of the dependence on a CPU with high single-core performance. As always, the actual difference will vary by game and by your specific hardware configuration. In celebration of this massive improvement, we wanted to share some of the successes and struggles weve had over the years with the hardware renderer. In a momentous occasion, Citra displayed 3D graphics from a commercial game, Legend of Zelda: Ocarina of Time 3D. But not even a few months later, Citra was able to play the game at full speed. The speed difference boils down to how the 3DS GPU is being emulated. The first video is showing off the software renderer, which emulates the PICA200 by using your computers CPU. On the other hand, the second video is using the OpenGL hardware renderer, which emulates the PICA200 by using your computers GPU. From those videos, using your GPU to emulate the 3DS GPU is the clear winner when it comes to speed. However, its not all sunshine and daisies; theres always tradeoffs in software development. As it stands, only a portion of the PICA200 emulation is running on the GPU; most of it is running on the CPU. ![]() Whenever the tasks the PICA200 can perform matches up with tasks you can do on a GPU using OpenGL, everything is fast and everyone is happy. That said, we tend to run into edge cases that the PICA200 supports, but frankly, OpenGL is not well suited to support. This leads to cases where sometimes we just have to live with minor inaccuracies as a tradeoff for speed. But because OpenGL is just a specification, every vendor is left up to their own to make their drivers support the specification for every individual platform. This means performance and features can vary widely between operating systems, graphics driver, and the physical graphics card. As you might have guessed, this leads to some OS specific bugs that are very hard to track down. In the linked issue, only on Mac OSX, Citra would leak memory from the hardware renderer. We traced it back to how textures were juggled between the 3DS memory and the host GPU, but we dont have many developers that use Mac, so we never did find the root cause. For a little bit of good news, this is fixed in the latest nightly, but only because the entire texture handling code was rewritten. Their first major contribution was a massive, complete rewrite of the texture forwarding support that was added back in 2016. The new texture forwarding code increases the speed of many games, and fixes upscaled rendering in some other games as well. This is called a texture upload, and its slow for a good reason.
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