Is 256MB enough?

Alejux said:
I think 256MB would be a major bottleneck in these new consoles where it concerns game quality and richness. I'm sure some types of games will look great, like games with controlled environments and limited on-screen characters, but RPG's and other games with richer enviroments will be totally limited by the lack of memory space. I'm not saying the games will look bad, but they will not live up to their potential had they had more RAM.

What I'm saying, is that I think there has to be a balance between CPU power, GPU power, memory bandwidth and memory size. I just think that with all the power that has been put in to all the former 3 elements, these machines would be able to deal with much more data then a meager 256MB will be able to store. Meshes with higher polygon count, higher resolution textures, all other elements included such as parallax mapping, FSAA, HDR, etc.. Maybe I'm putting to much faith on the processing power of these next-gen consoles.

Well said.
 
I remember reading an article on gamasutra a few years ago about possible micropolygon approaches.

When I look at CELL, I wonder: how much of a factor is massive bandwidth? Doesn't the more bandwidth you have reduce the amount of fixed memory you could need? (that is of course assuming you have as little static information as possible and generate information dynamically as much as possible). Might we be witnessing a change in approach as of next generation?
 
Well dynamically generating most of your data would require massive amounts of computation power first (and consequently bandwith to output the results).

But that's also computations that won't be used on anything else - so question is always where the good balance is.
 
256 MB is not enough for the next generation. It will be very limiting on developers who have to squeeze the most they can out of such a paltry amount of memory. Some may think otherwise and I'm sure they have little knowledge of how this goes.

512 MB isn't even ideal for next generation but it is 10 times better than having 256 MB. You can store more information inside memory so things get done much easier. Why have all this computational power without enough memory to use it?

When you figure high-res textures, 4X FSAA (for an HD experience), and a 720P or 1080i resolution in these games then memory does become very precious. 512 MB of shared memory in a UMA architecture with at least 50 GB/s bandwidth sounds pretty ok to me. It will allow developers the flexibility without having to squeeze data into half of the memory.
 
Fafalada said:
Well dynamically generating most of your data would require massive amounts of computation power first (and consequently bandwith to output the results).

But that's also computations that won't be used on anything else - so question is always where the good balance is.

Well, this may help...

msdev10.jpg


All of them here

http://www.beyond3d.com/forum/viewtopic.php?p=476050&highlight=#476050
 
definitially not enough.

think how bad things would be if PS2 had 20 MB, or if Xbox had 32 MB.

Well GameCube has 24MB of main ram.

BTW why do you think 256MB of ram next gen equate to last gen consoles having half the ram they actually had?
 
Right now 512MB of ram is normal for a decent PC. What was normal for a decent PC when PS2, GC and XBox were released?

BTW people here seem to be assuming we have two options 256MB or 512MB, what about 384MB?

Personally I doubt the next gen consoles, appart from XBox 2 maybe, will have only 256MB of ram. I think PS3 and Revolution will definitely have more then one pool of ram.
 
Evil_Cloud said:
Are we talking consoles or arcade games here, or what? o_O

Chihiro with it's 512RAM for titles like OutRun 2 is a rarity, most arcade boards don't even have 512RAM, so 256RAM is IMHO enough for consoles.
Does the Chihiro have a hard drive, though, or just a GD-ROM? I believe the Xbox's DVD drive can stream faster than the GD-ROM, and I KNOW the hard drive can. They also used a 256MB RAM module for Initial D Version 3 on the NAOMI2, so I think them adding more RAM is a matter of reducing drive accesses to prevent frequent maintenance, as it's an arcade machine.

But still, that's all current gen hardware, which draws less polygons, with less texture layers, at lower resolutions than what's coming next generation. ESPECIALLY if those games were able to make use of 256 or 512MB of RAM for just 1 level, wouldn't it stand to reason that we'd need more RAM to feed next gen hardware?

EDIT: I guess I was right.
The GD Rom system has a very clever way of getting around the loading delay time. When the game is initially installed, the GD ROM loads its content into the Naomi RAM. Once this is completed, the GD ROM goes into standby unless the RAM gets corupted or the game gets shut off for 72 hours or more. This does two things,

1) Eliminates loading delays completely, (after initial power up.)
2) Minimizes the on/off cycles of the GD ROM drive and greatly increasing the life of this mechanical device.

From Sega R+D - "We learned a lesson watching our coin-op competitors go through hardware hell. Many have been using off-board storage devices for years - hard drives, CD's, etc. with great success in increased content but at a tremendous cost in realiablity. These storage devices simply could not withstand the constant on/off cycling a coin-op application demands. Add to that the dirt and smoke a game has to put up with on location vs. a normal computer application and you can see how this was a problem waiting to happen"
 
Why ask if something is enough? Each gen it's the same thing. People who have little to no knowledge about these matters will argue that the hardware makers are being to conservative and need to boost everything by 200% at least. And as usual developers will make due.

Shut up!
 
cybamerc said:
Why ask if something is enough? Each gen it's the same thing. People who have little to no knowledge about these matters will argue that the hardware makers are being to conservative and need to boost everything by 200% at least. And as usual developers will make due.

Shut up!
But we, as the consumer, DO have a say in what is enough. If the developers CAN'T make do, and the games don't look any better than what's available on the platform that didn't skimp, then we all may well avoid the one that did. It would be in MS (or whomever's) best interests to meet the developer's needs. The question stands, is 256MB enough to do that?
 
I think we will end up seeing 256MB of memory in $300 consoles. And in Sony's case with XDR I am not sure they even have a choice (price wise). CELL + NV GPU + BR + XDR = $$$.

That said, I think people are overestimating what the new consoles may be able to do. e.g. The tradeoff for less memory is to use processing power to duplicate what memory would normally do. So yeah, they have hugely powerful GPUs/CPUs, but if that power is spent micromanaging and making up for the lack of memory what have we gained? Similarly, it is nice having a really powerful CPU... but what if that CPU spends half of its power vertex processing tasks?

Obviously 256MB of memory on a console is much different than a PC. It is a closed box where extreme optimization is possible and where features (e.g. like 3Dc) can be used in every game. But considering the power of the systems the memory is going to be the biggest bottleneck IMO. Large meshes, high res textures, hundreds of interactive objects, and large sprawling worlds require a lot of memory. We will see a lot of UE3 type designs that allow seamless worlds, but I think it will be limited.

Ultimately I believe memory limitations are going to be the great equalizer next gen. There will always be exceptions, but I think memory size is going to be a bottleneck in design that will ultimately make the games consoles software appear more similar than different. I could be wrong, but that is my take.
 
with the xenon isn't it 256 megs of ram currently , ddr ram , then the cpu has 1meg of cache and the gpu had around 10megs or more ?

I think that would be nough. One pool of extremely fast ram on the gpu and then a big pool of ram .

Honestly that is alot of ram . There is no huge bloated os like on the pc , there is no virus program , browser , music program or any other program that was used and not closed or when clsoed didn't give up all the ram .
 
Acert93 said:
Similarly, it is nice having a really powerful CPU... but what if that CPU spends half of its power vertex processing tasks
So what, it would be better if it was sidding idle doing nothing half of the time? Here's an idea - maybe then the hw makers should also add a little Led indicator on the boxes showing how low CPU utilization is - making everyone feel better about the leftover "power" of their box? :p

jvd said:
There is no huge bloated os
Are you Sure about that? ;)
 
Are you Sure about that?
Fal i can make an os and it wouldn't be as bloated as windows xp sp 2 haha .

I don't know how big the os for xenon is but i doubt it takes up 200-300 megs of ram .
 
Iron Tiger:

> But we, as the consumer, DO have a say in what is enough.

No. These things are decided on long before the opinions of consumers become relevant.

> If the developers CAN'T make do

The vast majority will.

> and the games don't look any better than what's available on the
> platform that didn't skimp

Well, it's only logical the better specified system has the potential for better looking games.

> It would be in MS (or whomever's) best interests to meet the
> developer's needs.

If it's not RAM it's something else. It's the job of any hardware maker to design the most balanced piece of hardware within the constraints of a given budget.

> The question stands, is 256MB enough to do that?

If a system ships with 256 mb then it is. At least unless the system becomes heavily marginalized in the market.
 
The xbox had the same amount of ram as a high end videocard of the same time, and if the xbox2 has 256mb then it will be in essentially the same situation. I don't see any reason for concern.
 
cybamerc said:
If it's not RAM it's something else. It's the job of any hardware maker to design the most balanced piece of hardware within the constraints of a given budget.

> The question stands, is 256MB enough to do that?

If a system ships with 256 mb then it is. At least unless the system becomes heavily marginalized in the market.
Okay then, I'll rephrase for you. "Will the next gen systems be balanced if they only have 256MB of RAM?"
And the "if it's not RAM, it's something else argument" is null, because it's ALWAYS RAM. That's the biggest complaint that arose regarding current gen hardware, and it's the only concern I've yet heard from developers about the next gen.

Look at Doom 3 and Halo 2 on Xbox, which are considered by many to be graphical showpieces for the system. Yet, the biggest flaws in the graphics are directly attributable to the system not having enough RAM. The GPU seems capable of handling the stencil shadows and dynamic lighting in Doom 3, but the normal maps, specular maps, and textures are terribly low res. Halo 2 has that texture glitches because it has to stream textures into memory constantly, but it can't always keep up. The Xbox shipped with 64MB, and it clearly wasn't enough.
 
(btw, the xbox version of D3 looks similar to the medium quality mode. It's not THAT low res IMHO.)


Iron Tiger said:
Halo 2 has that texture glitches because it has to stream textures into memory constantly, but it can't always keep up. The Xbox shipped with 64MB, and it clearly wasn't enough.

Texture LOD transitions were obvious because they didn't cache the stuff to the harddrive... modded xbox's with the game on the harddrive have no issue with Halo 2.

A better example of not enough ram would be Max Payne 2 ;)
 
kyleb said:
The xbox had the same amount of ram as a high end videocard of the same time, and if the xbox2 has 256mb then it will be in essentially the same situation. I don't see any reason for concern.

eh. 128 meg card were just starting to come out . SO your right they will both be in the same situation as 512 meg cards will just becoming out later in this year with a few out now .

But its not just 256 ram. there is more .
 
Iron Tiger:

> Okay then, I'll rephrase for you. "Will the next gen systems be
> balanced if they only have 256MB of RAM?"

Time will tell.

> That's the biggest complaint that arose regarding current gen
> hardware, and it's the only concern I've yet heard from developers
> about the next gen.

Yes, because less RAM means more work. The things is, putting more RAM in these systems wouldn't be a problem. However it would mean that something else would have to go or be scaled down. Would you really want a gig of RAM if it comes at the expense of the state-of-the-art CPUs and GPUs? And it would.

> The GPU seems capable of handling the stencil shadows and dynamic
> lighting in Doom 3, but the normal maps, specular maps, and textures
> are terribly low res.

PC games are rarely good examples of efficient memory usage. And quite frankly I think Doom 3 has more issues than just textures. It's terribly low poly, has crappy hard edged shadows and its lighting and shaders are already starting to look old.

> Halo 2 has that texture glitches because it has to stream textures into
> memory constantly, but it can't always keep up. The Xbox shipped with
> 64MB, and it clearly wasn't enough.

But the reason why the retail version didn't ship with stencil shadows and global per-pixel lighting is because the CPU and GPU aren't powerful enough to do those things at a playable framerate. And I'm sure the texture issue could've been sorted out with a little more time.
 
Back
Top