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Wyrdness said:

Because it's not hardware that held it back it was architecture, the PS3 reserved half it's memory for its OS and other things, 360 had identical specs and Skyrim ran fine this flat out shows hardware wasn't the issue.

False.
The PS3 had 256MB dedicated to the GPU, 256MB dedicated to system memory.

The PS3's OS/Background tasks took 50MB of that. (120MB at launch, but got slimmed down as time went on.)

Memory was certainly an issue with Skyrim.

haxxiy said:

The PS3 OS takes up the same RAM as the X360 OS, around 20-50 MB in the background.

Xbox 360 is 32MB.

IcaroRibeiro said:

Of course players could overload the map with designs and turn the game an unplayable mess, kinda like an infinite Kakariko Village, but that's players decision. For instance I have filled my Animal Crossing island with so much furniture that it failed to load the assets seamlessly eventually. This is fixed with enough RAM.

Or a large and fast database committed to disk that can be virtually paged on a per-needs basis. - Many games do this and it's becoming more viable with SSD's inside the Switch, Series X and Playstation 5.

Either way, Minecraft is a good example of how many "assets" can be tracked with Limited DRAM. Case in point: 3DS XL... And that is without a disk to page to.



--::{PC Gaming Master Race}::--