The CPU bandwidth to main memory should be about the same as in the PS4, but one system would have more available memory with a smaller OS footprint.
More bandwidth isn't necessary for more RAM to improve things up to a point. The major bottleneck is how fast you can copy stuff into memory from the HDD/BD disc.
Also if there's enough of your game in memory so that streaming the periphery from a HDD makes for a seamless experience, there's no point in having/using more. More would be useful for switching quickly between apps and games without waiting for them to load each time.
PS4 CPU shared bandwidth is 176GB/s for 7-7.5GB of memory available to games.
Durango's CPU shared bandwidth is at 69GB/s for 5GB available to games, 9GB if they add 4GB.
.
@Grall
I don't know who the hell suggest the 4GB increase and I don't believe it but I have spent the last two pages waiting for someone to confirm if increasing memory amount but no memory bandwidth would be a good thing to do and would not reduce the percentage of accessible memory.
I think that it's not the case but I am not sure so if ANYONE can answer me once and for all please do it.
I don't care if I am wrong just give me quick answer/death.
Ok thanks.
I won't do a cost-benefits analysis but No doubt MS made a cost-benefits analysis long ago.
There aren't just two platforms for these games now, but three, and PC has multiple specs targets. If devs are already going to create low, middle, and high tier graphics for the PC and port the game to consoles, they will surely also pick the best assets for the consoles. If Durango has 5 GBs available and PS4 has 7.5, that should be easy to accommodate from the appropriate PC resources at little extra cost. I would absolutely expect any 3rd party game with a PC version to show asset differences between platforms, thanks to better scaling middleware and simplicity of the new machines, unlike the old 'lowest common denominator' mantra of previous consoles.You can accommodate that gap with streaming off the HDD. And you can bet that most devs of third party titles wont make full use of the PS4 memory capacity if it means porting to Durango will be difficult. Simply trying to one up your competitor on every spec is kind of useless when devs will target the lesser denominator.
I'm talking about the 8 chips of 8Gbits versus 16 chips of 4Gbits. I'm saying MS would use the least expensive option, all else being equal (whatever can do 8GB 256bit at 2133). Nintendo's choice is a hint that using 4Gb chips is probably less expensive than 8Gb.I'm not sure what Nintendo has to do with this . They also did not choose a 8 jaguar core apu with a 1.2tf gpu inside of it. Does that make it impossible that ms will have it ?
There's no suitable 2133 8Gbits in production. This has nothing to do with JEDEC standard. If they can't even make them at 2133 what makes you think they can clock them above 2133? It's not logical. They're not even sampling.Sony doesn't matter since they are using a different ram type with its own issues.
As I've said in another post a long time ago DDR 3 hasn't ad its JEDEC standard updated in along time. Because of that there is no real demand for higher clocked chips . So we aren't exactly aware of what can be made. We only know whats being made based on jedec standards .
No, these are very small chips, very narrow bus per chip, it spreads the heat. Small chips are easier to bin aggressively.Look at it this way. DDR3 2133 has existed since at least july 13 2010
There aren't just two platforms for these games now, but three, and PC has multiple specs targets. If devs are already going to create low, middle, and high tier graphics for the PC and port the game to consoles, they will surely also pick the best assets for the consoles. If Durango has 5 GBs available and PS4 has 7.5, that should be easy to accommodate from the appropriate PC resources at little extra cost. I would absolutely expect any 3rd party game with a PC version to show asset differences between platforms, thanks to better scaling middleware and simplicity of the new machines, unlike the old 'lowest common denominator' mantra of previous consoles.
Well, I can't speak for any developer executives who make such calls, but from my perspective, I can see why that was does this gen due to costs in developing two different versions, but when those costs look to be pretty much nil next-gen if rumours are to be believed, I expect competition on the platform with rival games to push tech forwards as it has done before. Platform parity isn't the big thing publishers think it is, IMO. Plenty of games this gen have had ports that didn't perform as well and yet that haven't fared obviously worse as a result AFAICS, although I'm not looking at specific numbers so maybe it's played out. But things like FIFA which reportedly run much better on 360 still sell just as well on PS3, and why wouldn't they? If you own a PS3, you aren't likely to snub a favoured franchise because a different machine plays it better, which is something you're probably unaware of anyway. Likewise, you don't want your football game to be tied to a 2/3rds spec when your rivals are utilising the full range of the machine and looking better for it.I think you are forgetting about good ole console politics. I can see devs making use of the 7-7.5 gigs of RAM on the PS4 but I think they will be extra motivated to find some solution that accommodates Durango in an effort to maintain a perceived parity between the two techs.
Well let see first what are the compared price of the systems, it is not like 8GB of GDDR5 is really sane as far as BOM is concerned. That is quite a Fu***g aggressive move from SOny / possibly knee jerk as lack of RAM could prove more bothering than lack of horse power.If they strategy relied heavily on a RAM advantage over the opposition, Ms deserve whatever issues they now face in trying to patch together a better gameplan.
TBH, RAM doesn't dissipate a lot of power at all, even when overvolted. You can be sure though that MS wouldn't actually want to do that (as in no way ever, in hell kind of sure), because pushing RAM beyond its limits can cause all kinds of dodgyness and weird unreproduceable bugs, crashes and so on due to random data corruption and shit like that and you REALLY don't want the slightest chance of that happening. Especially in your development systems, because seriously, how are you to hunt down a crashbug which might or might not be caused by the hardware itself...? It's madness, absolute madness to think MS would risk something like that for only a very minor speed bump. It's fanboy silly-willy-nilly madness!I'll add option #7, which would be a 2400 with an 1.65v overvolting with 4Gb chips, and an extreme heatsink. (heat, cost, ram validation issues)
Well, I can't speak for any developer executives who make such calls, but from my perspective, I can see why that was does this gen due to costs in developing two different versions, but when those costs look to be pretty much nil next-gen if rumours are to be believed, I expect competition on the platform with rival games to push tech forwards as it has done before. Platform parity isn't the big thing publishers think it is, IMO. Plenty of games this gen have had ports that didn't perform as well and yet that haven't fared obviously worse as a result AFAICS, although I'm not looking at specific numbers so maybe it's played out. But things like FIFA which reportedly run much better on 360 still sell just as well on PS3, and why wouldn't they? If you own a PS3, you aren't likely to snub a favoured franchise because a different machine plays it better, which is something you're probably unaware of anyway. Likewise, you don't want your football game to be tied to a 2/3rds spec when your rivals are utilising the full range of the machine and looking better for it.
No, next gen it'll be a case of one game compiled for three or more flavours of x86 'PC' on some middleware nine games out of ten. The cost of improving your game one one console will be very little when you already have the best version on PC (the PC version may top out at the best the upper console can do with added special FX and IQ, in cheaper games). The less powerful console will have a worse framerate and worse AA and whatnot, and if there's a significant shortcoming in available RAM, inferior textures and such. But not enough that Joe Public will care. I also question if MS will want to redress the RAM imbalance. It would appear that PS4's 8 GBs took everyone by surprise, and MS may have expected a RAM advantage as a key feature which is a rug pulled out from under them. Is it worth scrambling to some alternative solution, or just pushing forwards with your business plan and maybe gunning for a cost advantage? Some years ago MS looked at this gen, 8 years on from XB360, and decided 1.2TF GPU and 8 GBs RAM and 170 GB/s BW was what they wanted to produce. They could have gone way more on any feature, but their business plan selected this box over a monster machine at massive price or loss, or throw-away 360 x2 at $200, or IBM designed console with PVR graphics and inbuilt projector. Whatever decisions they make have to be in respect of that plan. A knee-jerk reaction throwing in ill-considered cost and risks for unevaluated gains would be crappy business. If they strategy relied heavily on a RAM advantage over the opposition, Ms deserve whatever issues they now face in trying to patch together a better gameplan.
Nah. Most of the watts burnt most likely goes into signalling between the RAM IC and the memory controller. So you need heatsinks and airflow BECAUSE you have 64 chips sitting there sucking down power...But a PC has usually 4 DIMMs of 16 chips for 256bit, and it still need heat spreaders and good airflow at 2133+ 1.65v. Here we're talking about the same amount of power into 16 chips instead of 64