ERP said:Not quite that simple, bit of a balance.
Memory needs to be fast enough to be widely useful and the GC 16MB's isn't.
Talking of cartridge, in practical terms (as in for use in game) the N64 cartridge actually had somewhat worse transfer rate than a DC's GDRom drive. Although it didn't obviously have the latency issues.
It was a far cry from Genesis/SNES where generally all code would run out of ROM.
Yeah, I know that A-RAM isn't useful for much beyond sound, but that was the intent, wasn't it? Put the sound in the cheapest RAM that will do the job?
Anyway, to be more specific, I was wondering if you'd prefer not quite enough RAM for all the texture detail and world size you like, but enough efficiency that transfer rate, bandwidth, and latency never really caught up with you, or if you'd prefer plenty of RAM, but always struggling to keep the memory subsystem from getting bogged down. Let's avoid extremes (like 2048 MB of ARAM on a unified bus vs 32 MB of GDDR3 with 16MB of cache on-chip and dedicated bus for CPU, GPU, and audio, both of which would suck) and say you go a qualitative 10% one way or 10% the other way--which way would you rather go?
It's mostly a hypothetical question (since Xbox had a lot more $$$ worth of silicon under the hood than Cube at launch, I didn't want to ask it as a direct comparison).
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