I was thinking of this as I was messing around with the CryEngine 2.0 sandbox. I was wondering about how RAM is used in consoles vs PCs. I'm assuming PC games store the same video data that's being used in the VRAM at that exact moment on the system RAM as well judging by the 1 GB of RAM being used (effectively 2 sets of data) while still storing sound/video/geometry data that's in cue to be used at a later point. On a system like the 360, are the same pieces of data only stored once since the RAM is unified and can be coded to metal anyways? Also I guess the PS3 would be used in the same manner despite the split RAM pool? I know this is alot of questions but they make me ponder, whether devs use this or that amount for video, this amount for other stuff, and whether or not data compression is used to give their teams more headroom. Basically I'm hypothesizing that PCs are coded to store all memory needed for the time being on the RAM, with data needed now for a current frame building being copied to VRAM therefore creating 2 copies of the same bit of data as where on a console you don't have that kind of room, you move data off allocated SRAM, move to framebuffer, render, move off of framebuffer. No coping, just "cut and past" if you will.....
Then as far as a needed framebuffer goes, where does the 360 stand in terms of needs? I know it could use the entire 512 MB of RAM for video if needed, but in reality is it on a similar level as the PS3, in the 256 MB range or even more? Realistically I can't see Xenos ever needed more than half the 512 MB UMA as a framebuffer.
Then as far as a needed framebuffer goes, where does the 360 stand in terms of needs? I know it could use the entire 512 MB of RAM for video if needed, but in reality is it on a similar level as the PS3, in the 256 MB range or even more? Realistically I can't see Xenos ever needed more than half the 512 MB UMA as a framebuffer.
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