walsufnir said:
Nyleveia said:
There is a reason why the memory will not sufficiently be used to be worth adding, that being that the supporting hardware does not have the bandwidth to use the ram effectively, the APU does not have the raw power required to drive the data bandwidth needed to make adding additional memory worthwhile, and when your target framebuffer is 1920x1080 or less, theres only so much texture data that can be displayed before adding more resolution to the texture data becomes a waste of bandwidth - sure its nice to have pretty textures that are still pretty when your face is right up against a wall, but no developer is going to waste the system resources to add additional texture detail that for 99% of the time you will not see, for two very good reasons.
1) adding that level of texture quality is extremely costly on the creators side
2) the data thats put into memory needs to first be put in to memory to begin with - assuming they took 4gb of ram of system, and left 8gb for video - even if we assume they used only 2gb of ram for textures, to support these textures you would also need to bump up the lightmaps, bumpmaps and shader quality - resulting much of your memory available being used - AHA! i head you scream, SO IT DOES USE IT ALL!, yes, indeed it would, but then you would need to wait for that data to be loaded from hard disk to memory, or from optical disk to mem, both of which would take a long time - and for the former, it would also mean that games take up a substantially greater amount of hard disk space and given that the xbox one has a fixed, non-swappable hard disk that would be a stupid choice.
But i digress, if any of you would like to point to *ANY* game, mods installed or otherwise on PC that uses more than 4gb of vram at 1080p then I will hold up my hands and say "okay, i might be wrong", but until then, youre just ignoring the reality of the situation.
System memory is used primarilly to load meshes, sound and textures that are not time critical, which are then passed along to the graphics unit to be processed, or placed in vram to be accessed faster when needed, this is an entirely abritrary process however, you can run a modern game on a pc with a decent graphics card with just 2GB of system ram, typically the system ram is used to stream game data from hdd to system ram to speed up load times and provide faster data pool switching but this is primarilly a result of the inefficiencies of a modular system, a closed system like a games console relies much less on this process than you are suggesting, because data can be loaded from fixed media directly into whichever memory pool the program defines - but the end result is the same, even if you split 8gb down the middle, a decent spec PC even with its inefficiences as a platform, with 4gb of video ram and 4gb of system ram, will still run games at 1080p perfectly fine and even then will still NOT FILL UP ALL 4GB OF VRAM.
Even if current engines magically "evolved" as you put it, there is a platau with regards to renderspace and framebuffer bandwidth, a large part of why there is still such a push for faster more powerful graphics cards isnt because engines demand it, its because modern monitors resolutions are getting higher, and with them the power and resources needed to feed that video data requirement grow - people who are still using a 1080p monitor and an old graphics card are still able to play modern games just fine.
But i will say it again
the PS4 and Xbox One, do not have the CPU or GPU power to use more than 6gb of vram effectively at 1080p, if you started pushing more texture data through the framebuffer you would just be deminishing the performance, 12gb of ram would not make the system better, 12gb of ram would impact the framerates in exchange for an extremely minor bump in graphical fidelity.
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I will say it again: We are not talking about vram here, we are talking about ram in general. Unified ram it is called. It's not all about graphics. And why would ram effect framerates in any way? I sense a lot of misunderstanding here.
And no, engines do not "magically" evolve, they just do. We read several comments from devs already who said that they will adjust and improve their engines for next-gen and this will of course affect PC-games aswell.
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I covered the unified memory, you know full well i did, i drew direct comparisons between closed and modular systems
Do you *genuinely* believe that memory usage and framerates have no link what so ever?, increasing memory allows for increased texture, shader and geometrical detail, increasing these impacts GPU performance, conversely framerate as performance drops in response to the increased ladder of processes and job complexity.
Of course, if youre saying "nooo they will just use the ram for store things not process more" then the benefits are minimal, load times are increased as streaming the required data when its needed rather than loading it all in to ram in one go is a much more effective solution.
But, of course, youll completely ignore that and stick with your gun on the "hur dur but its different, it will benefit" because you do not have a background in GPU fabrication and operation.
Pemalite said:
Nyleveia said:
But i digress, if any of you would like to point to *ANY* game, mods installed or otherwise on PC that uses more than 4gb of vram at 1080p then I will hold up my hands and say "okay, i might be wrong", but until then, youre just ignoring the reality of the situation.
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Firstly, you are "predicting" the future, not stating fact, thus it should be taken with a grain of salt. - Don't get me wrong, I believe the Xbox One won't be getting a Ram boost anyway. - Edit: I was right from the beginning on the memory upgrade not happening. :P
As for whether the PC will use 4Gb of video memory today or not isn't the point, the point will be what will the video memory requirements be in a couple of years time?
The rest of your points I don't care to argue about, it's mostly opinion not fact and I have more important things to do with my time tonight. :)
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A prediction based on knowledge, knowledge from my previous employer, which I will cover later on in this post.
There is a direct correlation between the framebuffer size and the relative vram usage, with an equilibrium between performance and video quality, at their current specification that equilibrium sits at around 2.3-3gb vram, 2-2.5gb system ram for current and in-development engines, and for engines which render the scene multiple times and store the data in memory to be combined later into a single frame, 3-5.5gb vram at maximum for the framebuffer, once you pass this equilibrium between performance and memory usage you start impacting framerates in favor of visual quality over performance, adding more ram upsets this equilibrium by increasing the address space and upsetting the way the closed system has been designed to handle that addressable space.
So we can look at this three ways, i will spell it out clean and clear so you can understand each scenario
increased texture, bumpmap, shader, detailmap resolution making use of additional memory:
- higher load on GPU as more data to process
- should other data need to be loaded, current data needs to be purged and new data loaded which results in:
- increased loading times
- Minimal increase in graphical fidelity as target framebuffer resolution limits how much of these higher resolution textures are actually visable.
store more game-data in ram rather than streaming what is needed
- higher load times
- more system resources used on managing the larger memory pool to keep track of resources
using extra memory to handle multiple render stream outputs or using downsampling rendering higher resolutions internally but writing 1080p to FB
- increased CPU overheads which impact GPU functions on APU
- increased resource management results in lower output performance
The only benefit additional ram would give to the system would be for background services and OS-level functions such as increasing how much can be recording, by dumping a framebuffer stream to a portion of memory then writing to disk or encoding on the fly and uploading to cloud services, the problem here is that youre not actually giving benefit to the game environment and as a result the increased memory does not result in a "its better" outcome for game graphics.
i would be saying these exact words if it was PS4 rumored and not the Xbox One, the benefits are minimal and the downsides far outweigh the benefits, but here i will list you some anyway.
Benefits:
- More space to store game data
- Extra space to framebuffer content to ram to be used later (increased system-side memory)
- Storing multiple applications states in memory at low power mode (sleep) (can be done anyway, with 8gb, though)
Downside:
- Increased costs
- Higher pcb complexity to handle memory trace arrangement
- Increase chance of failure (see notes *1)
- Increased heat generated (see notes *2)
- Increased retail-level costs / Increased loss-per-sale if shouldering cost to maintain price point
- Increased resource needed to manage additional modules (very minor, but still worth noting)
- Upsets ballance between number of modules, memory size and dual/quad channel arrangement
- Increased PCB size to accomodate additional modules / Decreased space for other components if packed tighter
Note *1 - For each additional electrical component you attach via BGA, you increased the likelyhood of one of those BGA mounted comppnents failing - its because of the size limitation and number of gddr5 modules being used by the PS4 that i believe in the longterm the PS4 may end up suffering a higher failure rate than the xbox one.
Note *2 - Ram generates heat, even if that head is not on the same level of that of a gpu/cpu/apu, it is non the less heat, and depending on how heavy the usage of these components gets, these modules still do approach quite a high temperature, if they didnt there would be no reason for higher spec DDR3 modules to come with heat spreaders, and some graphics cards to utilize ram coolers, If you genuinely believe RAM does not generate "a lot" of heat, please stick your hand in your PC, or flip the AUX cover off your laptop base and touch a module while its running a game, the pain will be a nice "told you so".
I spent several years of my life after leaving university doing fabrication for what was then ATI, working on the Rodin core, RV516 and R600, and lastly the RV670 for FireGL shortly before leaving the company, which was later merged with AMD, so i'd like to think i know a thing or two about GPUS >_>
But alas, my point was that the rumor is BS, because it makes no sense, technically, to give it more ram, and Microsoft have gone and confirmed that it does not have the additional ram as rumored, so the discussion is over regardless.