Perhaps you don't need it for Cell, which is exactly why im saying the split is fine. Perhaps sometimes you will want to go into XDR but if this was a case of ALL the time to a significant amount then it would have made more sense to have less XDR and more GDDR3 or simply abandon the multiple pools idea altogether.
It's hard or even impossible to implement in hardware.
So using the hardware available the system was made with 50/50 split.
Which means that from HARDWARE point it was the only solution possible.
You can't abandon XDR, because you still need some system memory for Cell.
You can not have more than 256mb DDR, because the next step is - 512mb which is too much in terms of cost, although from programmer point of view: 512 DDR + 128 XDR seems to be better solution.
No, thats incorrect. You fit as much of the world in main memory as possible and then you stream into main memory from the HDD from there. When you eventually reach the point were the HDD can no longer keep the system memory fed - enter a loading screen.
Err... free-roaming games = no loading screens.
I thought it should be clear.
With enough RAM and intelligent streaming from HDD to RAM you can create large detailed levels between loading screens. Larger and more detailed than a system with limited system RAM and and a slower HDD/DVD.
No problem with that, agree.
You blatently failed to understand what I said didn't you? All of those elements scale within the game. You do not need 512MB to be the minimum as you scale your LOD, texture res, world detail etc... to match the available memory. So we are seeing those "marvels" now.
Yeah, yeah. Artists make 20000 polygon models instead of 10000, just for the sake of 2% gamers who will see the game on 512Mb VRAM, they'll also draw much more detailed textures, make much more objects, just to please those 2%. Kind of: wasted money?
Oh, you just "save some space" do you? You have completely missed the point. I said WHEN you run out of space in a consoles memory you have to stream from the HDD/DVD.
Why I need to run out of space and only then start loading?
In a PC with 5 times the memory you would continue to stream from the system memory at a much faster rate.
And then "loading screen", got it. But I'm talking about games with no loading screen.
You have decended into talking complete nonesensical rubbish. Firstly, no console has 512MB of VRAM dedicated to that task so your first statement is blatently wrong. Second, once you have used the first 512MB of memory, thats it for the console, over to the HDD/DVD. In the PC, you then move to 1GB+ of available system memory. This is obvious, this is fact, why are you continually trying to argue down obvious facts with vague descriptions of technical processes which most of the time make little or no sense in the context of the discussion?
I think you have a hard time understanding the streaming process, example:
Console = two tanks of water, large = HDD/DVD, small = VRAM. The tanks are connected with thin pipe = HDD interface.
When player is standing still - the water in small tank is reused constantly, no water movement between tanks.
When player starts to run anywhere: water from large tank starts flowing. If player runs fast enough: small tank is empty - out of memory.
PC = three tanks of water, two - same as in the console example, third one is middle size, in between the two. Middle one connects with thin pipe to large one and with very thick pipe to the small one.
Same player, stands still - nothing happens.
Starts running - water starts flowing. The speed depends on thin pipe.
What is the difference: more stable system, if the thin pipe gets stuck for a moment the small tank does not feel anything, until the middle tank depleted.
If player runs faster small tank also do not feel anything for some time.
What can we learn using this: PC system is more tolerant to errors.
1. Unreliable HDD speed can be hidden.
2. Coarse data layout can be also hidden.
That's it.