shams said:
The PS3 has the same amount of RAM as the 360 (apart from 'system' use, where the 360 reserves 32MB and the PS3 potentially a lot more on both VRAM & system RAM). The difference is that the PS3 'forces' developers to use half for VRAM, and half for system RAM - potentially in exchange for better performance.
So, if Red Faction has roughly split half RAM into meshes/textures & half into game data/application use - it should be "pretty much" fine on the PS3.
But if it needs say 400MB for textures/meshes (i.e. meshes generated on the fly), then its going to suffer on the PS3. Might need a system that caches meshes in system RAM, and streams them into a smaller VRAM block as they are needed.
There are always solutions - its just about performance, development time/difficulty & optimisation.
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These days, compression is relatively CPU low - depending on the algo's used. GPUs may support compressed vertex lists, compressed (lossy) textures and more.
From a development POV, one of their issues with the PS3 may be the "uncertainty" about available RAM. On the 360 you know MS never use more than 32MB - on the PS3 Sony gives a more vague limit (not sure about the numbers). You might not be able to guarantee more than 400MB of RAM available (for example) and just use the rest as a cache when its there.
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Ive been having a read up as the subject piqued my interest, i read that as of v2.01 of the PS3 firmware, the XMB now holds onto the same amount as the 360, i.e. 32MB.
The most noticable difference i have been able to find between the two systems ram is the system ram for the PS3 was redesigned specifically for working with the CELL and is XDR @ 3.2ghz - compared to 700mhz for both the PS3's VRam & 360's 512mb shared.
That i was suprised about, 3.2ghz is pretty meaty by anyones standards, so apparently it is quite flexable for use with the GPU when required, as accesssing information is much faster.
On the 360 side, it actually has a seperate 10mb embedded ram for frame buffering, on top of that the shared ram system was entirely developed by ATI, so this isnt some cobbled together pseudo-sharing nonsense, they developed the system controller and GPU alike. So as stated the 360 excels at ram -> gpu bandwidth. Though i think due to system ram being GDDR3, its performance working with the main cpu isnt as zippy as the XDR/CELL integration.
It seems to be the case that the ram in the PS3 kicks butt at working with the cpu & the ram in the 360 kicks butt when working with the gpu.
So my conclusion would be that if the ps3 isnt struggling from the same issues in red faction as the 360, then the likely cause would be from the game being more CPU intensive than GPU intensive, this may also explain alot to those who mentioned their confusion considering the lack of visual prowess in the video... does that make any sense? lol