Thirty7ven
Banned
Only real games (and developers) can provide an answer to this question. If developers will end up using less or more than 5GB for streaming purposes we will know whitch company has smarter engineers. Right now we can only ask some obvious questions. For example we know for a fact GPU alocate the most memory for non streaming textures in order to use them right away, and streaming memory pool should be a lot smaller like Killzone memory usage analysis shows.
There's a dev in this forum called Falafada, he's a programmer who I know for a fact has worked in the industry and believe still does. To cut to the chase, the only numbers we need to know is 2.4 vs 5.5, and what applied before with HDDs in previous generations doesn't apply anymore. New tech, new tools, new ways. This will impact a lot of things, not just textures, but for example animations (big time).
Why reserve so much memory for non-streaming data when you are dealing with these new kinds of speeds? Like it has been explained before, next gen devs won't be managing memory with the next 30 seconds of gameplay in mind(imagine how far you can go with Spiderman in 30 seconds, or with a car in GTA), but with the next second. Obviously I can only touch the surface of how it works, but I will trust the devs over a prediction based on a game from 2013. And of course next gen games will have higher demands which means the faster the better. Let's not go the way of "there's no need for more speed" bullshit.
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