TurboElder said:
The stuff you write is ridiculous. It doesn't meter if you are using GGDR5 or GDDR6/HMB2 for the 4K resolution! It's not like that you need more ram if you are using GDDR5 instead of GDDR6.
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It does matter.
That's not to say GDDR5 cannot get the job done though if you go wide enough. - But that costs.
To drive GDDR5 higher in clockrates and/or have more chips to take it wider to match GDDR6/HBM2... You need a more complex memory controller/crossbar. - Guess what? That costs transistors on the SoC, that costs TDP that could be used for GPU clock rates.
And that is ultimately the crux of the issue.
GDDR6/HBM2 in general provides not only larger capacities, but loads more bandwidth economically.
There is a reason why Microsoft opted for faster and more (12GB rather than 8GB) GDDR5X Ram on a 384-bit bus than GDDR5 on a 256-bit bus to drive 4k. (And even then still doesn't guarantee it.)
TurboElder said:
Consoles are not a PC. PS4 doesn't have 8GB GDRR5, it's actually has 16x0,5GB of unified memory. That's why the bandwidth is so high (176GB/s). 16GB of GDDR5 will be enough to run all games in 4K/60 if needed.
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That is generally how all ram works, Lots of small capacity chips parallelize the load.
Consoles use PC technology remember.
For example... The Playstation 4 has 16x memory chips each with a 512MB capacity.
Each chip has a 16-bit data path to the memory controller. Combined, that gives it a 256-bit total memory bus.
Each chip also operates at 2.75Ghz. (Quad data rate remember.)
Which provides it with 176GB/s of bandwidth.
There are Playstation 4 revisions which have dropped the 16x memory chips in favor of higher density 8x 1GB chips at the same clock rate, each with a 32-bit path to provide the same overall bandwidth.
But guess what? The Playstation 4 struggles to obtain 1080P reliably, it has no chance of 4k with any degree of image quality... Which completely undermines your statement, unless of course I have misconstrued it?