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method114 said:

This isn't the first Dev to say this. I've seen it said at least twice before this. It seems to be the most common complaint about why devs are having trouble reaching 1080p. Something about needing at least 45mb for 1080p but ESRAM only has 32mb blah blah blah. I don't remember the exact details but that was a rough draft. What I don't get is if that's true why have they hit 1080p sometimes? 

Games like video are a collection of moving images. Unlike video where these images are already made and stored and just played back at a certain framerate with games every image is basically created in realtime as required based on user input.

Now what makes up each image? Forget polygons, physics, lighting, animation and textures. What makes up the actual image we play are nothing more than pixels and their colour values. Everything that a game engine does, ends up being things that are associated to particular pixels that make up a screen at any given time.

So if you are trying to make a 1080p game, it means that you are rendering 2.07M pixels per frame. Think of this as a picture. Every single pixel takes up space.All those pixels together can be say (just examples here) 8MB. Now if you are adding colour and using say 16bit color, that number picture goes up from 8MB to say 20MB. Now adding post processing effects, which are things you typically (in the case of deferred rendering)do to the picture after its complete (eg AA) that number can easily go up to 28MB.

Now if you want to be able to run your game at 30fps, you basically need enough bandwidth to move that 28MB 30 times every second.

The problem though, is that with modern render engines, a looooot of stuff is done on that final picture before you see it. so that 28MB can in reality end up being as high as 60MB.