S.T.A.G.E. said:
If they used the entire 512 MB of RAM wouldn't that mean the PS3 version will turn out graphically superior since the 360 shares the 512 MB of RAM between the GPU and the CPU? If the game was done evenly it would've turned out the same, but the PS3 can compress files better right? |
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.
...
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.
Gesta Non Verba
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