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Forums - Sony - 70MB Of Additional RAM Unlocked For The PS3!!!!!

Garnett said:
Can i please play music in game now?

Depends on the game. Its been available since the trophy update but the developer must put it in. Not exactly sure but I think its because MS has a patent on a universal, console wide system.



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Time for hype

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even older games benefit from this, just an fyi for anyone here. A game might be coded for a limited amount of ram, but the system should still allocate a game's resources if more resource space is available.



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Gnac said:
Holy shit, they actually made this a reality?

http://www.downloadmoreram.com/

i wonder how many people seriously believe that site is real...



PC gaming is better than console gaming. Always.     We are Anonymous, We are Legion    Kick-ass interview   Great Flash Series Here    Anime Ratings     Make and Play Please
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iWarMachine said:
huh...remember when the PSP had an upgrade in its CPU from 333Mhz to 444Mhz...do you know that the cell is using 6 SPUs when the Cell has 8 SPUs....(1 of them is for the XMB, the other one is "locked")

1) it was not an upgrade, the PSP shipped underclocked to save battery life. when devs started to require a bit more power it was then clocked to its normal rate of 333mhz, where did you get 444 from ?

 

2) the 8th and final SPU of the PS3 can not ever be unlocked or else a interdementional portal or a "worm hole" would occur.

(its more that its a good chance that your cell didnt make 100% yield and unlocking it would do nothing as its not funtional)



Random Canadian said:
iWarMachine said:
huh...remember when the PSP had an upgrade in its CPU from 333Mhz to 444Mhz...do you know that the cell is using 6 SPUs when the Cell has 8 SPUs....(1 of them is for the XMB, the other one is "locked")

1) it was not an upgrade, the PSP shipped underclocked to save battery life. when devs started to require a bit more power it was then clocked to its normal rate of 333mhz, where did you get 444 from ?

 

2) the 8th and final SPU of the PS3 can not ever be unlocked or else a interdementional portal or a "worm hole" would occur.

(its more that its a good chance that your cell didnt make 100% yield and unlocking it would do nothing as its not funtional)

actually, they leave the last SPU unused so that if one of the SPUs is non-functional after fabrication they don't have to scrap the entire chip.

Also, the PS3 and the Xbox 360 both have 512MB of main RAM (I have read a few places that the 360 has 10-20MB more on the graphics chip, but I am not sure). The difference is the 360 has 512MB of 700MHz DDR3 memory that is shared across both the CPU and GPU. The PS3 has 256MB of 700MHz DDR3 memory and 256 MB of 3.2GHz XDR RAM (a specialized type of DRAM developed for the PS3 and afaik never really used anywhere else because of the awesomness that is GDDR5). The CPU can access the entire memory but the GPU can only access a portion of the memory. Originally this was the 256MB XDR memory but they have been gradually reducing the OS footprint and allowing the GPU to access more of the memory because htey don't have to worry about it interfering with the OS.

I think the idea with the "partitioning" of the RAM was to make it so the CPU would always be able to access some memory and the OS would too. Although this makes it a little more complicated to program for because it is a departure from the more common shared memory architecture, it actually is not a very bad idea and actually foreshadows the current trend toward embedding a large amount of fast RAM on the GPU die. However, in retrospect, it would have worked waaay better if they had included 512 MB (or more) XDR memory for the GPU and keep the 256MB for the CPU (since the CPU can access the GPU's memory if it needs it). Because they did not, it has it made it very challenging to migrate code originally written for the 360's 512MB of RAM to the PS3's (effectively) 300-400MB. While the processor transition would not be too difficullt because basically all you have to do is move the code for the physics and some of the polygon drawing from the GPU to the Cell's SPUs, managing the memory differences would require a major rewrite of the code. This is most likely the main reason the major developers switched to the PS3 for their lead dev platform.

It would be quite ironic, but it is possible that this (and the other) improvement to the OS memory footprint will actually make it easier for a game company to go multiplat on the HD consoles. Regardless, its definitely a good thing for the devs.

 



Not trying to be a fanboy. Of course, it's hard when you own the best console eve... dang it

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You people do realize this is for dev kits and not retail consoles correct? They are two completely different things.



theprof00 said:
That's interesting, but strange.
So a ps3 owner has to download all updates to run faster... are future games being developed to take advantage of this increase? I have so many questions..

All PS3 games comes with firmware on the disk. If your firmware is old, it will force you to install it.



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twesterm said:
You people do realize this is for dev kits and not retail consoles correct? They are two completely different things.

You are wrong. PS3 OS used on all PS3 version, they reduced memory usage for it, which allows developers to use more memory for games. 

 



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realill said:
theprof00 said:
That's interesting, but strange.
So a ps3 owner has to download all updates to run faster... are future games being developed to take advantage of this increase? I have so many questions..

All PS3 games comes with firmware on the disk. If your firmware is old, it will force you to install it.

wtf is this true? Which games?

I've never noticed one except when there is a GAME update and it forces you to update that or if it finds a system update online it will make you install it... but I never knew it was ON the disc.



Sweet optimization ftw!