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ethomaz said:

About the memory I found something interesting...

Form the 4.6GB at least 600MB is not to use from memory... it is supposed the be streaming directly from HDD (like dialogs) but Guerrilha is using a pool in memory... than can change in final build.

And about the CPU the guys in B3D are saying that the devkit was running at 1.6Ghz and Killzone using 6 threads... that information was analysing the profile output.


All streaming engines I know of use a pool in memory for streamed content, it's basically a cache for the in use files. You can manually tweak the pool sizes in ini files for Unreal engine games on PC.

I wonder if the PS4 has 2 cores locked for OS and background tasks. They used one SPE in the PS3 but the PS4 is doing a lot more demanding stuff in the background. 



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