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Forums - Gaming - Square-Enix: Trouble Fitting FFXIV On PS3

You don't storage data in the SPUs.



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If the comprimises aren't too big I think I'll survive.



"Life is but a gentle death. Fate is but a sickness that results in extinction and in the midst of all the uncertainty, lies resolve."

AkibaFan said:

i dnt understand

why is RAM more important thn processing power? Wht do they mean by memory? Cell has 7 SPU's so ther shud be enough emmory


the memory is just storage space like HDD

 

but RAM is far more fast than HDD which is required to for processing data.



selnor said:

As many have pointed out before. The PS3's memory architecture is the issue. it has only 256mb available to the CPU and 256mb available to GPU. 

Niether can borrow from each other. Whereas a PC has alot more available. And the Cell is a long way behind current CPU's.


dood..... the system can use the XDR for graphics, just not the GDDR3 for the system, you've obviously read or remembered wrong.



Solid_Snake4RD said:
Kynes said:

To decompress data in real time, you need ram for the original asset and for the decompressed asset.

agree

If you have a big RAM limit problem, as they are implying,

PS3 has a ram limit but what they are implying also that the RAM has to be more optimised in the PS3 with the resources.

in PC you have abig amount of ram for both GPU and CPU and they do their own job but it PS3 both processing and RAM need to be properly allocated.

you don't have where to decompress it in real time.

have what?

that sentence doesn' make sense

The compressed texture is for faster loading into the system memory and then decompressed and processed in the GPU in general( PC ,) but in the case of PS3( or the 360 ,) it's a little more complicated because of the RSX and Cell combo( or the 360's unified memory, flexible, but ass slow imo ) so most exclusive devs just use the big ass storage for large assets with little to no compression and do a streamlined engine or the requirement installation of games. Another way to deal with it is to have a minimum HDD space and run it off a dynamic sized page file without installation on top of a stream process, which is in my theory, what UC2 does, of course I don't have their source code so I can't prove it =P.



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Kamal said:

If the comprimises aren't too big I think I'll survive.


SE has stated that the PS3 version will not be comprimised. They just wanted to delay it to make it better. I wouldn't want a buggy messed up version of the game. PS3 users will not have to go through the beginning bug phases for the most part.



selnor said:

As many have pointed out before. The PS3's memory architecture is the issue. it has only 256mb available to the CPU and 256mb available to GPU. 

Niether can borrow from each other. Whereas a PC has alot more available. And the Cell is a long way behind current CPU's.

The RSX has full access to all 512 - OS megs of ram.  It's just not a good idea to use the system ram for the RSX you get stuttering if you do that.



dahuman said:
Solid_Snake4RD said:
Kynes said:

To decompress data in real time, you need ram for the original asset and for the decompressed asset.

agree

If you have a big RAM limit problem, as they are implying,

PS3 has a ram limit but what they are implying also that the RAM has to be more optimised in the PS3 with the resources.

in PC you have abig amount of ram for both GPU and CPU and they do their own job but it PS3 both processing and RAM need to be properly allocated.

you don't have where to decompress it in real time.

have what?

that sentence doesn' make sense

The compressed texture is for faster loading into the system memory and then decompressed and processed in the GPU in general( PC ,) but in the case of PS3( or the 360 ,) it's a little more complicated because of the RSX and Cell combo( or the 360's unified memory, flexible, but ass slow imo ) so most exclusive devs just use the big ass storage for large assets with little to no compression and do a streamlined engine or the requirement installation of games. Another way to deal with it is to have a minimum HDD space and run it off a dynamic sized page file without installation on top of a stream process, which is in my theory, what UC2 does, of course I don't have their source code so I can't prove it =P.

agree



Umm, why argue when Square-Enix only said that they need to 'optimize' the game before porting it from a platform to another platform? They cant simply copy and paste the data, is that right? Even if they are going to port it to Xbox, they still need to optimize it cause PC and consoles are different beasts. Give me one PC setup that can run Killzone 3 3D, Wipeout 3D or Uncharted 2, yeah, guess so



tingyu said:

Umm, why argue when Square-Enix only said that they need to 'optimize' the game before porting it from a platform to another platform? They cant simply copy and paste the data, is that right? Even if they are going to port it to Xbox, they still need to optimize it cause PC and consoles are different beasts. Give me one PC setup that can run Killzone 3 3D, Wipeout 3D or Uncharted 2, yeah, guess so

:) why does crysis:warhead and metro 2033 look better than anything released on ps3 or xbox 360 yet?