By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Solid_Snake4RD said:
Kynes said:

To decompress data in real time, you need ram for the original asset and for the decompressed asset.

agree

If you have a big RAM limit problem, as they are implying,

PS3 has a ram limit but what they are implying also that the RAM has to be more optimised in the PS3 with the resources.

in PC you have abig amount of ram for both GPU and CPU and they do their own job but it PS3 both processing and RAM need to be properly allocated.

you don't have where to decompress it in real time.

have what?

that sentence doesn' make sense

The compressed texture is for faster loading into the system memory and then decompressed and processed in the GPU in general( PC ,) but in the case of PS3( or the 360 ,) it's a little more complicated because of the RSX and Cell combo( or the 360's unified memory, flexible, but ass slow imo ) so most exclusive devs just use the big ass storage for large assets with little to no compression and do a streamlined engine or the requirement installation of games. Another way to deal with it is to have a minimum HDD space and run it off a dynamic sized page file without installation on top of a stream process, which is in my theory, what UC2 does, of course I don't have their source code so I can't prove it =P.