VanceIX said:
Loaded data is not being used by the GPU at all times, it is more like a cache, and it includes not only textures but also things like audio, animations, lighting effects, physics, etc all which are handeled by the CPU. The GPU is not using that memory to render at any given point, so it is a system resource, which is then fed to the GPU to render. Texture atlases were only 200MB in size overall, and that was the major textures.
And yes, most PC games can run with little memory, but I'll put that blame on the old consoles, which only had 512MB of memory, meaning PC games were held back in memory usage as well. With the newer consoles, you'll see a lot more of the memory being used efficiently.
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Well, that may be true. But look at some info from The Order.
- 2GB texture budget
- 87.5MB geometry budget
- 75MB character texture
All the above are handled by the GPU. Again if you look at teh Killzone pdf it denotes such assets under GPU memory and not system/cpu. Everything is fed to the GPU by the CPU, so its not actually right to say that cause something hasn't been fed its belongs to the system cause all the CPU does is set the render targets for the GPU to actually render and looking at game anatomy you will fid that render targets don't also take up a lot of space. At the end of the day, its not the CPU that uses that 2GB for textures. The order article also clearly shows the audio budget seperately from what I have listed above. And a seperate animation budget of 87MB. Ther is an obviousl trend here and you will notice that CPU based resouces never use up that much. GPU based resources are what always uses the bulk of the ram. So if these are all part of the 2.5Gb of loaded data for infamous, you will still find that its using around 2GB for texture data.