References: (chronologically top to bottom)
http://www.neogaf.com/forum/showpost.php?p=41637616&postcount=2881
http://www.neogaf.com/forum/showpost.php?p=41637837&postcount=2887
http://www.neogaf.com/forum/showpost.php?p=41639512&postcount=2902
http://www.neogaf.com/forum/showpost.php?p=41639773&postcount=2908
http://www.neogaf.com/forum/showpost.php?p=41640031&postcount=2920
http://www.neogaf.com/forum/showpost.php?p=41640374&postcount=2928
and idemans scenario post 2 pages back
First the Scenarios for how Suspend Mode will reserve the memory to operate - under these conditions:
Conditions:
These 3 scenarios are built under the speculation that the Suspend Mode will enable FULL features of the OS while the games are paused.
There are several methods to achieve this, some more efficient than others.
NOTE: We don't even know if these is a real Suspend Mode - These are explained below:
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Scenario SWX1: Standard
Method: Suspend RAM Reserve Enforced Permanently - Full Feature
Description: The reserve covers the OS RAM Footprint fully (full-feature) with a fixed amount and does not change wether any games are played or not.
Pros:
- Do everything you want while playing any game.
Cons:
- Valuable RAM sacrificed when Suspend Mode is not used (wasted, it's empty, sits there and does nothing)
Result:
- The most inefficient method.
RAM Usage: 1500MB Total Shared
- ~30 MB = Kernel
- 200 MB = Suspend Reserve
- 1270 MB = available for games
Fits with the statement "between 1.5 and 1.1 GB reserved for applications"
If the final is 2GB total then I'm even happier but this is the "realistic" less-optimistic scenario here, let's hope nintendo is smarter than this.
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Scenario SWX2: Pagefile on Flash
Method: Suspend RAM Reserve Lessend - Flash used as RAM partially.
Description: Supend Mode uses reserved space on Flash Storage as it if were RAM, considerably reducing the RAM requirement.
Pros:
- Much less RAM sacrificed.
Cons:
- While in Suspend Mode, the system may respond/load slower due to lower storage perofrmance (but not that slow like HDD, it's NAND flash, stuff that SSDs use)
Result:
- This methods is significantly more efficient from the previous one, more than half of the RAM reserve could be cut down and that space on Flash Storage used instead.
RAM Usage: 1500MB Total Shared
- ~30 MB = Kernel
- 80 MB = Suspend Reserve
- 1390 MB = available for games
For example if the Suspend Reserve needs to be 200MB, in this case we have it split, for example 120MB is located in a Flash Storage pagefile (reserved there and cannot be used)
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Scenario SWX3:
- Game Memory Hibernation
Method: Game RAM Data Saved to Storage File
Description: When Suspend Mode is activated from menu at which the game is paused, the system dumps the game's process data (as much as possible, maybe games them selfs would need to support this) into reserved Flash Storage space, a specific file, when this process is complete the user can use the full features of the OS because you just most of the RAM available, while the game is practically paused, technically in "deep stasis" whatever you want to call it; when you want to continue all of the OS apps get closed, RAM is cleaned and Game is re-loaded from the saved file to RAM, may take a few moments to initialize, then you're back in the game where you stopped.
Pros:
- no RAM sacrifice
- full OS use available at any time
Cons:
- Small wait time when switching from and to OS when playing a game. (this is a non-issue at all, insignificant to what benefits are given with this)
Result:
- The most efficient method. (of of these 3, whatever nintendo cooks up we can only specualte)
RAM Usage: 1500MB Total Shared
- ~30 MB = Kernel
- 0 MB = *Suspend Reserve* (obsolete)
- 1470 MB = available for games
I was talking about the 3rd scenario before when wsippel and others quoted me a few pages back, by saying that it doesn't work like that but "Suspend Mode" is just a name it doesn't mean anything how it works under the hood, so we should not compare directly with other software out there, if they know for sure I don't know, but this is an IDEA, i never said it works like this or anything hints to this. Because I don't know anything for sure, it's good feedback though, good if nintendo notices, and they will notice if the people talk about it enough!
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Now the "issues" - the problem why this suspend mode may not be as we think obviously for the worst case scenario.
The Rumor that spawned this is vague:
- - Video Chat is available, but must be accessed from the main menu of the system
- - Voice Commands are available
- - Facial recognition
- - Ability to suspend games
- - share achievements with friends by sending videos or screenshots with drawings on them
- - watch a friend play online
- - Multitasking
We have actually no idea how will it really work besides this rumor - or do we? - anyone want to correct me is welcome.
Big questions for this vague rumor:
- - Video chat will not be available in Suspend Mode ?
- - multitasking in suspend mode ?
- - watching friends play when suspend mode ?
Videochat is the only thing that is specifically noted to be only when not playing games, this is interesting ... but this is a rumor, could be twitsted, we can't confirm what kind of features will be in suspend, if at all multitasking(overkill) , still a speculation.
Still this a small hint that nintendo recognized the RAM reserve as a , this obviously confirms they're not going full retard on this spoiled-brat feature. (people have phones and everything else to stay online, not a critical mode, more of a selling point, but this is just my opinion since I'm a more of an offline gamer)
The above scenarios have been based on the full-feature (multitasking) focus. So we now are informed about these, we can see that the SWX1 is the worst case, you can't go more worse than that.
There are so many scenarios I cannot possible list, all the combinations, we have very little information to begin with, because they may enabled just messaging and small stuff and still use the easy method from SWX1 scenario, which may create a ... what, like ~50MB of RAM reserve, if.
Well that number is still a lot better than anything above 200 MB. If it's indeed this small it may NOT be a cause for such concern whatever method they use.
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Could the dedicated flash be of any help for that ?
Dedicated flash may be used for whatever they develop, whatever memory management they have, caches, scratchfiles, no idea, that would require hacking.
Let me make a list I want to break down the OS:
Stuff that is always loaded in memory:
- OS Kernel - less than 50MB
- OS Background Services (are part of the kernel ram footprint, stuff that manages inputs, net connection, etc because it also needs to work when you play games, at all times mr. obvious)
Stuff that is streamed when needed (buffered, gets deleted in next moment):
- OS UI Data
- OS Sound
- Videos
- Music
Stuff that's usually stored and gets loaded only while viewing:
Stuff that's loaded on demand and cleared when closed:
- Apps, MiiVerse, Features whatever extra
Not a full list though ... could be better. Ofcourse the whole thing is a lot more complex; this is like super simple, I didn't had more time.
Excuse my ignorance, but what is the off-scren 30fps video suppose to prove here?
Can you point me more specifically what you mean, like where exactly ?
EDIT: I can see someone else explained to you already but he was a bit wrong, WiiU GamePad has practically no latency, the tech is well developed, designed specifically for this, reggie talked about it in 2011.
The guy said 1 Frame which is also inaccurate since it depends with what kind of FPS the camera you're testing with is shooting at.
I see. But since it is a video stream, everything in that stream will be affected. So if there is a 4 frame delay, it will be a 4 frame delay on the TV and on the controller, since they are both part of the same video stream.
That's where you're wrong, there is no streaming of that kind as you see on the web.
They are not part of the same stream, that's ridicolous. The GPU outputs 2 separate signals, 2 separate renders, or 3 with one more controller, on PC this is called AMD/ATI Eyefinity, the tech is nothing new to PCs at all.
Maybe i misunderstood, but i thought he ment 4 frames delay on the video stream itself, trying to use the video stream to add additional latency on top of everything else.
Stop talking about video stream, that is not the best term to use here, Streaming on web has artificial latency, there is no such method nor any remote similarity with this tech. Just name it video signal. the signal has practically no latency, the LCD has no processing it's all because it doesn't need it, the compression used is super-high efficiency that does not produce any lag noticable lag at all. Nintendo explained in patents that they may disregard the latency from the console output to the LCD on GamePad because it is so SMALL , for eample 0.00122 ms ...
microseconds man. It's too small to be worried about.
I've already explained all this - here is the post:
http://www.neogaf.com/forum/showpost.php?p=41100360&postcount=16527
I just hope the ram's good enough for browsing. That was a pain with the Wii.
Most of that was contributed to how unoptimized it was. Though I'm not really sure.
Net works better on a freaking nokia cell phone than on Wii, but still youtube is to heavy, didn't compare the specs actually.
Obviously developers won't critisize the RAM aspect because the machine has more of it than the ones from where they are porting. People are concerned for the proyects that will be designed for the future competitor's machines that will (acording to speculations) have more than 2 GB available for games.
More RAM always makes games better, it's way more important than people think, CPU and GPU capabilities would be useless if there's no space to fit them in.
You'll see ... 3 years down the road. We just want it to be as future-proof as possible. And it feels depressing to waste RAM for some unnecessary feature under already worrying RAM amounts.