Honest question: Given most PC graphics card use between 1 to 2GB at max for graphical information at 1080p and less for current games, why would the PS4 be all of a sudden starved with 3.5GB even with general ram requirements?
Last time I checked, the Radeon 7770HD had 1GB and the GTX670 has 2GB and they run most games of today very well (especially GTX 670) with resolutions of 1200p on high. Do people really believe that all of a sudden the 5-7 GB will be used purely for graphical data? Also have thee forgotten about streaming?
And has anyone ever done a pure "system" RAM utilization while playing games at resolutions between 800P to 1200p (16x10 screen ratio)?
PC also has a large amount of system ram as cache.
You don't need that 4GB for graphics rendering but you will need to also use a decent amount of it for caching, else you just end up with painfully long loading times and a bunch of nasty texture pop in (again).
If you are limited by how much you can stream in from the disc at any one given time that means you are also more limited for the size of the world and things like teleporting/fast travel might not be possible (since it requires all new data, that you could normally have at the ready in normal ram , but that you can't possible fetch off a slow HDD/disc fast enough).
Access times for HDD vs ram = order
S of magnitude (thousands of times slower) and bandwidth is also 50-100x worse.
Sony could have gone with 2GB but I guess that then games would be fucked for everything listed above (AGAIN), MS seems to have gone for the other extreme and could just be bottlenecking their gpu (or more likely decided not to go with a gpu fast enough to be bottlenecked by slow ram since there is no point then) with a huge amount of too slow ram.
Sony went for the more expensive middleground for being dead set on using unified ram. (I wonder why you can't have unified ram aka accessible by both cpu and gpu AND also connect it to a cache of cheap DDR through a bus, that literally only acts as ramdisk, get both your bandwidth and your ability to cache all the data you want without the cost of 4GB gddr5)
edit: to explain, just look what happens in skyrim or gta4 .
Gta4 : you can freeroam around the islands at will, but when you want to fast travel there is a loading screen because the game can't stream everything into the ps3/xbox ram fast enough.
"reality" around the player is just a tiny little bubble of traffic , pedestrians, dynamic stuff, everything further is LOD'ed away (fly up in a heli a bit and cars become sprites, light posts become sprite lights, pedestrians dissapear etc, fly back down and the old cars are gone and replaced by new ones). Turn around and the cars behind you will dissapear etc etc.
Why? Because both consoles have no cache to keep all of this data in when the gpu needs to flush it's memory to make room for the new data it's streaming in.
Skyrim is an even better example: You can freely roam around but any fast travel is met by a loading screen, every house , every dungeon and almost every set piece is instanced because the game has to slowly load all this stuff in from the disc/hdd every time.
The entire game is designed around it (and seriously gimped because of it).
Gran turismo: leave a race and go to the main menu and start the same exact race again? FUCK you , loading screen time.
Consoles needed shitloads more ram so games no longer need to be mechanically/design wise crippled and limited like this.
Again, I think durango took it too far by just throwing bandwidth under the bus, but we'll see how that turns out.
If nothing else durango has the potential for a bit less loading times, larger levels, more 'persistence', less 'tiny bubble of reality surrounded by carboard smoke and mirrors' and more interesting design and gameplay.
That is assuming they tone the graphics down enough and don't just go for really pretty corridors again of course...
And still, the 4GB gddr5 is a relief for the sony console (as dissapointingly low end as the gpu seems to have turned out) since that is at least enough to make for bigger and more persistent maps and less constant memory flushing and long loading times. 2-3GB would have just resulted in another ps3/xbox360/ps2/psx situation loading times/world size wise.