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Forums - Sony - PS4 RAM drama?

WOWWWWW It's true.



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ethomaz said:

WOWWWWW It's true.

We are DOOMED! xDDD



"I've Underestimated the Horse Power from Mario Kart 8, I'll Never Doubt the WiiU's Engine Again"

GAFers are fired up.



ethomaz said:

GAFers are fired up.


God Damn it sony!

EDIT: This is fake.



MoHasanie said:
Less RAM means just lower speed? It won't affect graphics right?

As I updated me previous comment with.

On both the Xbox One and PS4, that available memory is for both the game code and the graphics.  So, technically yes it does.

That said, I don't see any game for the near future taking more than 2GB for the GPU.  I can see the code getting bigger that utilizes the CPU, as AIs become more sophisticated.

In C and C++ you allocate memory blocks (addresses) and you reserve those for as long as your code is running.  In some cases, some of those addresses you'll unlock and allocate back to the system if you only need it once, but generally speaking you hold onto it until your're done.

As an example, you may have a method that calls a system object.  Within that method, you allocate the memory, and when it finishes, you're likely going to relinquish that memory.  However, you may have a method that initiates an object that accesses the controller hardware.  That memory you'll open, and keep open until the game is closed out. 

Since I've never programmed graphics, I have no clue as to how memory works with GPUs, whether you allocate memory or whether the GPU does that.  If it just does it, than you have the problem that you need to ask what memory addresses are available first, then allocate the blocks.  I've never programmed in C/C++ so I can't honestly say whether or not SOP would be to check the memory block first or not, but I assume it's good practice to get into.



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The comments on Gaf have me rolling lol Oh boy.



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


Pre-order cancelled.



"I just spoke to my source within Sony and while he's not 100% on all the details, I did manage to squeeze something out of him. Newegg apparently ran out of GDDR5 RAM and Sony has desperately been looking for a new source to buy in bulk. The predominant rumour within Sony is, they might downgrade to GDDR3.5 and limit to the amount to 3.5GB and 2GB reserved for the OS.

That sounds plausible to me but take it with a grain of salt. Trust me however, the guy is solid."


hahahahahahaha!



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


Adinnieken said:
Figgycal said:

I only remember Assassin's Creed freezing, but it's to be expected for a buggy erly build of a game, especially when demoed live. I read an interview with the guy who demoed Killzone Shadowfall at the PS4 reveal where he mentioned that there were 3 known bugs still in the game that would've caused it to crash, but they took the risk and live demoed it anyway.  If I remebered right- Battlefield 4 on Xbox One crashed also and they had to resort to using PC footage. It's to be expected when the game is not yet finished.


It was rumored that Battlefield 4 was PC footage, but when asked later Microsoft said no, that it was indeed Battlefield 4 played on an Xbox One.  I think Marc Whitten was the one who debunked that.

Two games during the Xbox One demo had audio issues, but that was most likely the audio not being switched over.   The Panzer Dragon game was the big one.  The entire demo ran without any audio.

Does the xbox one have an escape key? I can't find a good picture, but during the presentation there was a picture of the escape key on the top right.

EDIT: Can you post a link because this is what I remembered from the conference. Not an escape key, but you get the point.



Adinnieken said:
MoHasanie said:
Less RAM means just lower speed? It won't affect graphics right?

As I updated me previous comment with.

On both the Xbox One and PS4, that available memory is for both the game code and the graphics.  So, technically yes it does.

That said, I don't see any game for the near future taking more than 2GB for the GPU.  I can see the code getting bigger that utilizes the CPU, as AIs become more sophisticated.

In C and C++ you allocate memory blocks (addresses) and you reserve those for as long as your code is running.  In some cases, some of those addresses you'll unlock and allocate back to the system if you only need it once, but generally speaking you hold onto it until your're done.

As an example, you may have a method that calls a system object.  Within that method, you allocate the memory, and when it finishes, you're likely going to relinquish that memory.  However, you may have a method that initiates an object that accesses the controller hardware.  That memory you'll open, and keep open until the game is closed out. 

Since I've never programmed graphics, I have no clue as to how memory works with GPUs, whether you allocate memory or whether the GPU does that.  If it just does it, than you have the problem that you need to ask what memory addresses are available first, then allocate the blocks.  I've never programmed in C/C++ so I can't honestly say whether or not SOP would be to check the memory block first or not, but I assume it's good practice to get into.

Aww, that sucks! :( Hopefully there is only a small decrease in graphics quality if there is a decrease in RAM. 

Wow, that is extremely complicated stuff! I don't think I'll ever understand specs and all this information. Thanks for the explanation though! :) . I think I get most of it. 



    

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