By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Mr Puggsly said:
curl-6 said:

RAM limitations become CPU limitations, because it's the CPU that has to manage the aggressive streaming and decompression of data that a tiny amount of RAM necessitates. Ask any dev who worked on PS3/360 whether RAM or GPU was the bigger bottleneck, they will all tell you it was RAM.

As for the last paragraph: that's my point.

I just remembered the 360 and PS3 had some 60 fps open world games. Burnout Paradise, Rage and Driver SF. Strange the tiny memory available didn't obliterate the performance of these games.

Again, you keep blaming RAM limitations but the bigger issue was often GPU limitations and optimization.

Because Burnout and Driver were simplistic with basic and repeated assets. And Rage was not open world at all.

You are simply incorrect here. Again, in 2008 their GPUs were still quite decent, but even by then less than 500MB of RAM for games was a joke.