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Nu-13 said:
SvennoJ said:

How much is 4.5 + 1 ?

What does gddr6 is like 2x more efficient mean ? You can store twice as many bytes in 1 GB of gddr6 as opposed to 1 GB of gddr5?
Whatever you're trying to imply, every new gen had more efficient memory.

The 512mb was too little back then as well, remember skyrim on ps3...

16GB GDDR6 plus 8GB DDR4 would have been better and more future proof. Memory will be a bottleneck again, like always, but maybe even more now when the increase in resolution is the biggest between gens yet. 480p -> 720p -> 1080p -> 2160p At least the plans seem to be native 4K for next gen.



Not helping your case by mentioning a company known for poor early optimization due to using old engines. Devs need to work with what they have and they have more than they need. It's kinda surreal to look at how far we came and still hear complaints about hardware bottlenecks.

I mentioned Skyrim because it was the memory limitation that made it impossible to fix the game without severely downgrading it with bad performance. The issue with Skyrim was not the old engine. The problem was the game remembers every change you make to the world, everything you displace, knock over, put down, it stores it in memory and commits it to disk in clusters. It did this in a smart way already by only noting the difference opposed to the normal (original) state.

That's why the game started running fine, but the more you altered in the world, the slower it got (using the disk to store and retrieve changes) to the point it ended up crashing because of lack of memory.

So the solution with other games and as always is to make more static games. Everything resets when out of view, nothing is permanent, repeating car models in GTA. Ever notice how it's always the same cars that come by, drive a rare sports car and now it's everywhere on the road... Drive 2 blocks away, turn around and everything is back to normal.

Lack of memory is responsible for all that and it's still the same in RDR2.

It would be awesome to have a full scale version of From Dust, RPGs where changes are permanent instead of scripted. No man's sky (another unoptimized game right) struggles with all the changes you can make. The more changes you can make the more simple the game has to be, see Minecraft.

LBP and now Dreams, always constrained by memory trying to find a balance between segmenting and trying to stuff things in the active view.


Less memory, fewer hopes for some real advance in games. I would like to see more dynamic worlds where you can make permanent changes and where things change on their own over time. Living worlds instead of static always resetting environments. Instead we probably just get more of the same in higher resolution and better lighting. No wonder BC is high on the list of features to have!