fillet said:
1. Caching to disk from media that has slow transfer rate or access times - Good. Obviously this kind of system is used in a beneficial way for retrying a level more quickly, caching audio for example so it doesn't have to be streamed, caching executable code and so on. 2. Caching to disk because main system RAM is insufficient - Disasterous. This is an emergency measure to stop a game or application crashing and results in complete bottle necking, games and applications hanging for seconds at a time on occassions, very noticeable and ugly.
Totally different scenarios, as I'm sure you're aware. Just clarifying I'm not a fool :) |
you are twisting my words... some guys were using a bogus comparison for RAM between PS3 and Xbox with 4th grade maths (the term they use)
in that maths they were not taking a lot of things into account. like the fact that PS3 can cache info in HDD or that GDDR 3 on PS3 is a lot faster than xbox RAM. edit: my point is that not only the size of ram matters... didn't want to sound like HDD could replace RAM... but none understand that!
i use the term cache instead of virtual RAM and that was on purpose. cache is data the RAM need and is often loaded in the second best place besides RAM... and HDD is that place... Uncharted and killzone (like others) uses HDD to cache... didn't never say that makes it for the fact that PS3 has only 256mb of RAM... it makes it for a faster way to access data (like your point 1 mentioned in your post) against the DVD drive on Xbox and the bluray on the PS3... and in a big open game, the stream data must flow fast. besides the HDD game install,cache is often used.
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