BleachAndPepsi
Banned
I recall their dev tools being in a healthy state. Healthier than Xbox One's.
Shhhh...that doesn't fall in line with his narrative.
I recall their dev tools being in a healthy state. Healthier than Xbox One's.
Not in today's world, but when the press is just a rumor and falls in line with what the competition is doing, this kind of debate simply means more people will be interested in chatting about the PS4, regardless of which side of the fence you're on (or even if you're perched on top of it).
That worked for Xbox one and the used game policy, Huh?
Being better than Xbox One doesn't mean anything. Dev-tools early in a console's life is always 'rough around the edges.' Just because it's a new, friendlier architecture doesn't magically make them super tools.
And you think Sony can say "hey our tools are better than Xbox's?" They can't.
its not. My only issue with this whole thing is the flex memory I am extremely curious about why they set that up. Without any context it makes no sense.
only two reasons I can come up with.
1. If devs want to use the flex memory some OS features cannot be used or are limited in functionality
2. (tinfoil hat) there is some architectural limitation on the amount of memory games can directly address.
Being better than Xbox One doesn't mean anything. Dev-tools early in a console's life is always 'rough around the edges.' Just because it's a new, friendlier architecture doesn't magically make them super tools.
And you think Sony can say "hey our tools are better than Xbox's?" They can't.
This is NeoGAF. Only a few people would seriously consider cancelling their pre-order based on unconfirmed rumors. If they really want the system, they will get it. I doubt Sony "cares" either way, considering the mountain of existing pre-orders that currently stand above the One's numbers.Except for those claiming that due to this they're going to or are canceling preorders. I think that is a very small percentage, but, you do not want people canceling preorder based on potential misinformation.
Except for those claiming that due to this they're going to or are canceling preorders. I think that is a very small percentage, but, you do not want people canceling preorder based on potential misinformation.
Any press is good press, huh?
Not in today's world, but when the press is just a rumor and falls in line with what the competition is doing, this kind of debate simply means more people will be interested in chatting about the PS4, regardless of which side of the fence you're on (or even if you're perched on top of it)
Sorry I don't follow. Do you mean the fact that the DRM rumor/news that came out and then was confirmed by Microsoft themselves at E3 or?
I have some news for all of you.
While I cannot make comment on the actual numbers (and the OS / features are probably still being developed anyway) I can tell you why Sony isn't going to "end this nonsense" that is going on within this thread and potentially a few others.
You're talking about the PS4. Even though most of it is uninformed speculation, you're talking about the PS4. The more you discuss it, the bigger it becomes in the mind's eye.
that is exactly my point. It makes no sense for the existence of flex memory without some of the reasons I postedMight want to read the article, flexible memory is 100% for games and has nothing to do with OS reservations.
Although you can frame the question like: why is it flexible not direct to begin with (if it is indeed 100% for games)? Why are they doing it that way? And what are the advantages/disadvantages of this?
I have no idea what you are trying to say. Perhaps this is the result of you trying too hard.
This is NeoGAF. Only a few people would seriously consider cancelling their pre-order based on unconfirmed rumors. If they really want the system, they will get it. I doubt Sony "cares" either way, considering the mountain of existing pre-orders that currently stand above the One's numbers.
Sorry, I seldom post on GAF as it's more interesting to just read most of the time, so maybe I don't know this meme. If you're implying I have a salary, well - I wish? heh
yeah, go home and be a salary man.
that is exactly my point. It makes no sense for the existence of flex memory without some of the reasons I posted
I'm gonna go ahead and use my first post to say, you alls is crazy! 10X the RAM of last gen and GDDR5 at that. I think we are all going to be OK.
Sorry, I seldom post on GAF as it's more interesting to just read most of the time, so maybe I don't know this meme. If you're implying I have a salary, well - I wish? heh
that is exactly my point. It makes no sense for the existence of flex memory without some of the reasons I posted
Because nobody cares outside of console warriors and developers who would already know.I don´t understand how Mark Cerny did twenty interviews and nobody ever ask him about this before.
I have no idea what you are trying to say. Perhaps this is the result of you trying too hard.
My assumption:
Sony haven't finalized the amount of reserved RAM for the OS.
Because of this, they've given devs 4.5GB to work with, flexibile to 5GB (because they are sure about the 512MB system) and will give a better update later.
Though, because I'm not a sensationalist, I'm going to wait until I hear concrete numbers.
Well, good luck getting some concrete numbers.
Either we will hear developers complain about not enough ram or they are happy with the amount of ram they got.
its not. My only issue with this whole thing is the flex memory I am extremely curious about why they set that up. Without any context it makes no sense.
only two reasons I can come up with.
1. If devs want to use the flex memory some OS features cannot be used or are limited in functionality
2. (tinfoil hat) there is some architectural limitation on the amount of memory games can directly address.
Seems weird there going with 3gb for OS, i would of thought they would of planned the OS partition with 4gb of total memory in mind, so when they new they could have 8gb the extra 4 gb was free space that could be used for games.
Well, good luck getting some concrete numbers.
Either we will hear developers complain about not enough ram or they are happy with the amount of ram they got.
It's not physical memory, which is why they provide the distinction.So why isn't Flexible Memory part of Direct Memory if both are used for games and not the OS?
- "Direct Memory" is memory allocated under the traditional video game model, so the game controls all aspects of its allocation
- "Flexible Memory" is memory managed by the PS4 OS on the game's behalf, and allows games to use some very nice FreeBSD virtual memory functionality. However this memory is 100 per cent the game's memory, and is never used by the OS, and as it is the game's memory it should be easy for every developer to use it.
It's interesting that they're willing to explain the nuances between the two but unwilling to offer a figure of the OS footprint; the subject of the entire debate.
My assumption:
Sony haven't finalized the amount of reserved RAM for the OS.
Because of this, they've given devs 4.5GB to work with, flexibile to 5GB (because they are sure about the 512MB system) and will give a better update later.
Though, because I'm not a sensationalist, I'm going to wait until I hear concrete numbers.
It's not physical memory, which is why they provide the distinction.
IMO, if Sony hasn't finalized the amount of RAM available to the games by now, they have major issues. These games need to be done around October. That's 2 months away. Any change (either way) to the amount of RAM at this point would cause problems for them.
So I would say that they have finalized it (probably long ago) but aren't disclosing it because they know it would be controversial.
The average gamer doesn't need to know how much RAM their favorite game is using, so why talk about it publicly? From Sony's perspective, all gamers should care about is if the games they love look and play well.
Why would anyone praise Sony for making a weaker system, especially one with even less of an advantage when it comes to multiplatform games than it had before? Developers CANNOT have been complaining about a missing 1GB of RAM. It makes no sense for Sony to make a huge deal about doubling the PS4's RAM, then turn around and only make 1GB of that actually usable. They got scared by Microsoft's 'goods and services' model and now we're paying for it with a weaker console.
Because nobody cares outside of console warriors and developers who would already know.
I haven't read the entire thread (it seems terrible), just this page, but from those 2 points you are posting the difference and "nuances" seem clear enough. "Direct Memory" is what you get on embedded systems and previous consoles, but usually not on e.g. a modern PC: an address space which is guaranteed to reside physically in memory.So why isn't Flexible Memory part of Direct Memory if both are used for games and not the OS?
- "Direct Memory" is memory allocated under the traditional video game model, so the game controls all aspects of its allocation
- "Flexible Memory" is memory managed by the PS4 OS on the game's behalf, and allows games to use some very nice FreeBSD virtual memory functionality. However this memory is 100 per cent the game's memory, and is never used by the OS, and as it is the game's memory it should be easy for every developer to use it.
It's interesting that they're willing to explain the nuances between the two but unwilling to offer a figure of the OS footprint; the subject of the entire debate.
PS4 is weaker now compared to the Xbone? ??
Nope. They explicitly stated that "flexible" memory is memory that is managed by the OS' memory system by a process called "paging". This is a stoneage-old feature of operating system. It basically means that memory address space is abstracted from physical memory. While your memory address for individual data is immutable, the actual physical memory holding the addressed data might change depending on the employed (in this case by the OS) management strategy.
That allows virtually coherent memory to be physically distributed between many physical memory devices. The common use case is to extend the memory space to include physical memory on the hard drive. The operating system can then swap data between main memory and memory mapped onto the HDD without the application even noticing it since the memory addresses stay the same and are transparently managed to always refer to accessible data. Hence, the application can access more memory than the main memory alone actually provides.
That mechanism being provided by the OS is a huge benefit since the developer does not need to implement such paging strategies himself, while the OS can manage and optimize paging for a multitude of clients.
Because nobody cares outside of console warriors and developers who would already know.
Oh ok so it's a virtual address space, in contrast to plain old swap style VM?No, it is 512MB of real, unshared main memory. It is flexible, because this portion of main memory is managed by the OS to implement paging and, thus, allow the application's memory space to be larger than 5GB.
every modern OS has always managed paging. If it truly is for paging then its really not "fully accessible" to the game.
Remember : TLOU was using 512 Mb - 50 Mb (OS Footprint ) = 462 Mb of RAM on PS3...
Now imagine that the Last of US could benefit of eleven times more ram, had it been available on PS4...
Ram amount will not be a problem with both consoles. Nothing to worry