HeLLKnight
Banned
Well, there's something positive.
I suspect both XOne and PS4 devs are gonna use Partial Resident Textures very soon, and suddenly they will have a lot more free memory to use for other things than hi-res textures, which If I'm not wrong are the most memory intensive thing in games today.
EDIT: look at that from the DF's killzone shadow fall article:
System Memory (1536MB Total)
Sound: 553MB
Havok Scratch: 350MB
Game Heap: 318MB
Various Assets/Entities: 143MB
Animation: 75MB
Executable/Stack: 74MB
LUA Script: 6MB
Particle Buffer: 6MB
AI Data: 6MB
Physics Meshes: 5MB
Shared Memory (CPU/GPU - 128MB)
Display list (2x): 64MB
GPU Scratch: 32MB
Streaming Pool: 18MB
CPU Scratch: 12MB
Queries/Labels: 2MB
Video Memory (3072MB)
Non-Streaming Textures: 1321MB
Render Targets: 800MB
Streaming Pool (1.6GB of streaming data): 572MB
Meshes: 315MB
CUE Heap (49x): 32MB
ES-GS Buffer: 16MB
GS-VS Buffer: 16MB
That's a whole 3 gigs of memory for textures, even without using MSAA (Killzone uses FXAA). How could Partial Memory Textures (PRT) reduce that amount? half amount? tenth amount?
EDIT 2: according to Microsoft DirectX 11.2 Mars demo showing Tiled resources (aka PRT) the terrain had massive 3 gb of textures using just a ridiculous 16mb of GPU memory. http://www.youtube.com/watch?v=QB0VKmk5bmI
I suspect both XOne and PS4 devs are gonna use Partial Resident Textures very soon, and suddenly they will have a lot more free memory to use for other things than hi-res textures, which If I'm not wrong are the most memory intensive thing in games today.
EDIT: look at that from the DF's killzone shadow fall article:
System Memory (1536MB Total)
Sound: 553MB
Havok Scratch: 350MB
Game Heap: 318MB
Various Assets/Entities: 143MB
Animation: 75MB
Executable/Stack: 74MB
LUA Script: 6MB
Particle Buffer: 6MB
AI Data: 6MB
Physics Meshes: 5MB
Shared Memory (CPU/GPU - 128MB)
Display list (2x): 64MB
GPU Scratch: 32MB
Streaming Pool: 18MB
CPU Scratch: 12MB
Queries/Labels: 2MB
Video Memory (3072MB)
Non-Streaming Textures: 1321MB
Render Targets: 800MB
Streaming Pool (1.6GB of streaming data): 572MB
Meshes: 315MB
CUE Heap (49x): 32MB
ES-GS Buffer: 16MB
GS-VS Buffer: 16MB
That's a whole 3 gigs of memory for textures, even without using MSAA (Killzone uses FXAA). How could Partial Memory Textures (PRT) reduce that amount? half amount? tenth amount?
EDIT 2: according to Microsoft DirectX 11.2 Mars demo showing Tiled resources (aka PRT) the terrain had massive 3 gb of textures using just a ridiculous 16mb of GPU memory. http://www.youtube.com/watch?v=QB0VKmk5bmI