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F'DUPTON 3: Back in the Tub with 5.0/5.5/6/7/several Inches of RAM-Flavoured Water

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You know, when the console specs were first announced, i actually cared about all this. Now, im completely indifferent. I played BF3 on 360 this morning and im still impressed by those graphics and thats using 512mb so i know i wont be disappointing with next gen regardless of the amount of ram used.
 

Vestal

Gold Member
Why would that be the case? The memory is not "for paging", it is allocated to the game. But the management of it's fragmentation is managed, and, in addition, it is extended virtually to include virtual memory backed by the HDD.

But it is real memory dedicated to the game. It is not "bad memory" by any means.

So that I understand you correctly.

you are saying that the direct memory is that direct with zero intrusion from the underlying OS. That the flex ram is the only portion that the OS acts as a mediator?
 

rbanke

Member
I have no idea what any of this stuff means.

Still curious as to why both companies are using so much RAM for the OS.

reserved doesn't necessarily mean the OS requires it all. They could be reserving for state switching, apps, future feature needs, all kinds of stuff.
 
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.

Because the numbers are likely not finalized yet. Sony made a pretty big judgement error back in 2006 at this same juncture in the PS3's development, and were too aggressive with the amount of RAM they allocated for games.

The end result was that they weren't able to include things like parties, x-game chat, a fully functioning XMB in-game, etc. I would guess that a lot of the same people shitting egg rolls over yesterday's news complained about the lack of those features during the PS3's life cycle. They want it both ways, but that's not how the world works, kiddies.

Now Sony's playing it smart and making sure they leave enough resources set aside for UX and future features. You can always give devs access to more of the memory pool down the road as your OS and app footprints shrink. They're once again showing that they've learned from the mistakes they made with the PS3. The console warz kidz may be crucifying them for it right now but, in time, they'll come to learn what a smart move this was.

I have no idea what any of this stuff means.

Still curious as to why both companies are using so much RAM for the OS.

It's not just the OS. MS and Sony are both leaving plenty of overhead to make sure that the entire UX is smooth and app-driven. They want you to be able to suspend games and apps to RAM and quickly be able to switch between them. They want you to be able to record or stream what you're playing in real time in the background. All of these things require memory overhead.
 

Maxxan

Member
To be fair, the only thing we've heard those two additional gigs being used for is not having to optimize your memory usage. As long as that extra ram is used in the future.
 
Because the numbers are likely not finalized yet. Sony made a pretty big judgement error back in 2006 at this same juncture in the PS3's development, and were too aggressive with the amount of RAM they allocated for games.

The end result was that they weren't able to include things like parties, x-game chat, a fully functioning XMB in-game, etc. I would guess that a lot of the same people shitting egg rolls over yesterday's news complained about the lack of those features during the PS3's life cycle. They want it both ways, but that's not how the world works, kiddies.

Now Sony's playing it smart and making sure they leave enough resources set aside for UX and future features. You can always give devs access to more of the memory pool down the road as your OS and app footprints shrink. They're once again showing that they've learned from the mistakes they made with the PS3. The console warz kidz may be crucifying them for it right now but, in time, they'll come to learn what a smart move this was.

As someone who has played video games for quite a while I think I know what's best for a new console.
 

BibiMaghoo

Member
How much RAM does a dev need to do this?

ibjxCz37mFXzrX.gif

ibp2LYnmQJjEkC.gif



That is the only amount I care about.
 

lemonade

Member
Because the numbers are likely not finalized yet. Sony made a pretty big judgement error back in 2006 at this same juncture in the PS3's development, and were too aggressive with the amount of RAM they allocated for games.

The end result was that they weren't able to include things like parties, x-game chat, a fully functioning XMB in-game, etc. I would guess that a lot of the same people shitting egg rolls over yesterday's news complained about the lack of those features during the PS3's life cycle. They want it both ways, but that's not how the world works, kiddies.

Now Sony's playing it smart and making sure they leave enough resources set aside for UX and future features. You can always give devs access to more of the memory pool down the road as your OS and app footprints shrink. They're once again showing that they've learned from the mistakes they made with the PS3. The console warz kidz may be crucifying them for it right now but, in time, they'll come to learn what a smart move this was.



It's not just the OS. MS and Sony are both leaving plenty of overhead to make sure that the entire UX is smooth and app-driven. They want you to be able to suspend games and apps to RAM and quickly be able to switch between them. They want you to be able to record or stream what you're playing in real time in the background. All of these things require memory overhead.

thats the problem. i'm sure all the app switching and "play while you download" is cute, but the big fuss seems to come from a crowd that would rather have that memory reserved for games and not apps.
 

mrklaw

MrArseFace
Might 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?



Actually, I believe some third party devs said that Sony's tools are more "mature", for the time being anyway.


Just because flexible memory is 100% usable by a game if requested, doesn't mean it has no impact to the OS. In fact I'd argue exactly the opposite is the most likely

If the OS never needed it, then it would just be allocated as direct memory. Therefore there must be situations where the OS may want to use it.

My guess is that - if a dev needs it, it is allocated to the game and the OS doesn't touch it - potentially causing the OS to have to reload some things, page some others. If the dev doesn't need it, then it is 512Mb extra that the OS can use to improve performance

(God knows why, the amount it has should be more than enough, but oh well)
 

AlphaDump

Gold Member
from the article

Based on this information, plus the new source coming forward to explain the properties of flexible memory, our take on this right now is that there is 4.5GB of conventional RAM available to developers, along with the OS-controlled flexible memory Sony describes, in addition to that.

We understand that this is a 1GB virtual address space, split into two areas - 512MB of on-chip RAM is used (the physical area) and another 512MB is "paged", perhaps like a Windows swap file. But to be clear, of the 8GB of GDDR5 on PS4, our contention is that 5GB of it is available to developers.

this is exactly what I am thinking.

176GB/s at 60FPS = 2.93GB

if this is the case, they have additional overhead as it is if they want to swap textures on the fly.

if the case is they have more textures to swap, say a level is 6 gigs, they can maybe use that 1 gig of virtual address space to apply this with little interference to performance?

this seems like a long term solution, since the threshold for RAM will always be finite, but if you can manage swapping on the fly, you can reduce a lot of headaches.

Please be gentle, I'm on the security side of design and implementation, not so much the granular functionality and specs.
 

Nafai1123

Banned
thats the problem. i'm sure all the app switching and "play while you download" is cute, but the big fuss seems to come from a crowd that would rather have that memory reserved for games and not apps.

Seriously? If the OS didn't have those features, far more people would complain about it than the minority who currently think they know what's best when it comes to console development. The only people who actually care about this news are GAF and GAF-like communities. The people that care about OS features are everyone that ends up using it.
 
thats the problem. i'm sure all the app switching and "play while you download" is cute, but the big fuss seems to come from a crowd that would rather have that memory reserved for games and not apps.

It should be noted that a vast majority of this crowd have no idea what they are talking about. Regarding either the Bone's memory allocation or the PS4's.

Developers, the people who actually make the fucking games we all play, have seemed pretty stoked overall with the capabilities to the upcoming consoles. I would defer to them on how well these resources are working out, rather than listening to some reactionary concern troll shit-posters on an internet forum somewhere. Even if it is NeoGAF.
 
Thanks for clarifying.


This makes a lot more sense now. It seems to me that Sony is guiding developers to take advantage of GCNs virtual addressing features by allocating an always dedicated adress space. Smart if true. Should allow for some nice virtual textures and maybe even some HSA functions.
 

imtehman

Banned
So if this 4.5 malarkey is true, does that mean Sony lied? I certainly think it would paint them as disingenuous.

i dont think sony lied at all.

its the sony fans hyping up thier console into something that it wasn't and at the same time putting down the xbone.

Now that reality has set in it probably feels like the end of the world hence all these 5000 post threads
 

Ishan

Junior Member
Just wondering. Ppl have mentioned the ram itself isn't a longer term bottleneck but the CPU and gpus are ... Anyone with an educated view on this wanna comment ?
 
Sony failing to comment on the exact numbers can only mean the following:

A: They are still working out the details and have yet to finalize the numbers.
B: They have some as of yet unannounced features that may be using extra RAM.
C: The OS is indeed a bloated mess and they are hiding the numbers.
D: The world is ending.


Seriously though, I think remote play of every game is very ambitious and may be accounting for a good chunk of this.
 

kurbaan

Banned
Microsoft is using so much because they are a bloated media box.
Sony is using it to future proof the machine. Which is good.

In hindsight its not bloated. But with those old rumors of PS4 only using 1 GB vs 3GB it really did seem bloated.

But most people here have no clue what they are talking about.
 

tapedeck

Do I win a prize for talking about my penis on the Internet???
I haven't paid much attention to this lunacy.

From what I can gather we basically went from

7GB GDDR5 for games, 1 GB for OS

to

5GB GDDR5 for games, 3 GB for OS

If my highly advanced mathematical calculations are correct.. 7 - 5 = 2

So essentially all this incessant bitching is over 2 fucking GBs of GDDR5....

Am I missing something?
 

EVIL

Member
How much RAM does a dev need to do this?

ibjxCz37mFXzrX.gif

ibp2LYnmQJjEkC.gif



That is the only amount I care about.

since Sony upped the ram amount from 4 to 8 at pretty much the last minute, I think we are pretty safe in terms of those visuals being possible on the ps4 with a minimum of 5 gb available to the game.
 

Ishan

Junior Member
Sony failing to comment on the exact numbers can only mean the following:

A: They are still working out the details and have yet to finalize the numbers.
B: They have some as of yet unannounced features that may be using extra RAM.
C: The OS is indeed a bloated mess and they are hiding the numbers.
D: The world is ending.


Seriously though, I think remote play of every game is very ambitious and may be accounting for a good chunk of this.

Option d if is :)
 

Klocker

Member
So it's still just a rumour, after all this wailing and gnashing of teeth, and we're still nowhere nearer a resolution to this shitstain. And, even if it's true, it just means that the amount of memory devs can use is the same on both XBOne and PS4. So it's meaningless, since the PS4 is still superior to XBOne tech-wise and for other reasons, one of which is the lack of Ryse as a platform exclusive
HAH BETCHA THOUGHT I WAS GONNA SAY KINECT HUH

...

I've said it before - console wars never fail to bring out the full retard in GAF.


Op has a comment from Sony confirming this I thought I read
 

mrklaw

MrArseFace
Think of it as a partition. In a PC if you have 8GB of RAM it means the OS can assign up to 8GB of RAM for stuff—but it's usually using much less, say, 1.5GB. But it would be a big problem if you only had 1.5GB of RAM, so you have the extra 6.5GB for when you need it

In the console the developer has to have a set amount of RAM so that they know they're not stepping on the OS's toes and vice versa. So they set aside 3GB of RAM for the background OS processes that are happening all the time plus enough RAM so that they can do more stuff when they need to.

At least this is my understanding.


I blame suspend states. Means whatever you use for games can never be used for the OS because you might have a game suspended. So even foreground apps like the PSN store or Netflix or whatever can never use that ram.

I'd have perhaps preferred a 3DS approach where small apps can run in parallel, but big apps require you to quit your game and could therefore use more memory
 
thats the problem. i'm sure all the app switching and "play while you download" is cute, but the big fuss seems to come from a crowd that would rather have that memory reserved for games and not apps.

That's fine, and all. But that crowd also needs to keep in mind that we're still very early in the game, here. Sony and MS can (and likely will) make more of the system memory available over time as they refine their respective OS's and overall UX's.

And, as I've said a few times before, the mid-tier GPU's in these boxes will show their age long before a lack of memory becomes a limiting factor. If the complainers wanted something practical to complain about, they should have been demanding more capable CPU's and GPU's for these machines long before worrying about memory allocation.
 

S¡mon

Banned
I think it is for the best that the OS has a few GBs reserved. We have all seen how many problems the PS3 had with the OS, because of the limited amount of RAM.

Nowadays, a console is much, much more than a box that plays videogames. It does video. It does music. It does photos. It does awesomeness. It does multimedia.
I hear what you are thinking: a console should be about games, and not multimedia, right? I disagree.
 

Boost

Banned
Digital Foundry Update on this:
Based on this information, plus the new source coming forward to explain the properties of flexible memory, our take on this right now is that there is 4.5GB of conventional RAM available to developers, along with the OS-controlled flexible memory Sony describes, in addition to that.

We understand that this is a 1GB virtual address space, split into two areas - 512MB of on-chip RAM is used (the physical area) and another 512MB is "paged", perhaps like a Windows swap file. But to be clear, of the 8GB of GDDR5 on PS4, our contention is that 5GB of it is available to developers.

The good news is that the amount is static and not dictated by OS functions as we stated in our original post, making it a lot easier for developers to work with.
Crisis adverted, MS fanboy air strike called off. All is well for Team Sony.
 

mrklaw

MrArseFace
I haven't paid much attention to this lunacy.

From what I can gather we basically went from

7GB GDDR5 for games, 1 GB for OS

to

5GB GDDR5 for games, 3 GB for OS

If my highly advanced mathematical calculations are correct.. 7 - 5 = 2

So essentially all this incessant bitching is over 2 fucking GBs of GDDR5....

Am I missing something?

You're missing the part where Sony never mentioned any numbers, but we made up the 1GB OS part. So people are pissed that a made up number based on nothing isn't correct.

(To be fair they're also confounded as to how either machine could possibly need such a large OS)
 
Because the numbers are likely not finalized yet. Sony made a pretty big judgement error back in 2006 at this same juncture in the PS3's development, and were too aggressive with the amount of RAM they allocated for games.

The end result was that they weren't able to include things like parties, x-game chat, a fully functioning XMB in-game, etc. I would guess that a lot of the same people shitting egg rolls over yesterday's news complained about the lack of those features during the PS3's life cycle. They want it both ways, but that's not how the world works, kiddies.

MS managed to implement these functionalities with just 32MB of RAM, much less of what Sony reserved for the OS. Thus, memory reservation wasn't really the problem I guess. It was probably hardware related.
 
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