PS4 can suspend games in RAM and I presume that's how they handle seamless/fast content switching.
Would switching between movies and apps be very taxing for the OS?
PS4 can suspend games in RAM and I presume that's how they handle content switching, at least for games.
Would switching between movies and apps require more than 512Mb?
No word yet on AV remote supports, I hope they'll have a new remote similar to the one they made for their Google TV appliance. If it has bluetooth, I suppose it would work?
This is becoming such a trivial matter for next gen consoles that I am not surprised. It makes me wonder though what's the actual amount of memory taken by the OS on the PS4.Exact verbage: "In most situations you will be able to switch instantly between playing a game and other apps OR the dynamic menu."
Here's a gif of that part of the video, clearly implying media apps as part of the multitasking.
Mod: Copy/pasting entire articles is bad form. A quote of the most poignant part of an article accompanied with a link to drive traffic is the correct netiquette.Ubisoft Reflections rounded off day two of last week's Develop conference with an intriguing talk, tantalisingly entitled "Tips and Tricks for Porting to Next-Gen". For Digital Foundry, it was a must-see presentation primarily because the vast majority - and perhaps even all - of the multi-platform games we'll be playing on Xbox One and PlayStation 4 by the end of the year have been derived from PC code, necessitating some level of porting across to the new hardware....
I wouldn't put too much faith in that figure caption. It was not said by the devs. What are the two cores supposed to do during a game?
There are multiple reasons why that could have been the case in earlier devkits. But the question remains: For what should the OS use two full cores during gameplay? What they are supposed to do?Forma previous DF article:
"Killzone: Shadow Fall PS4 reveal demo suggests that two CPU cores are reserved for the OS something we're told could change but remains the current working allocation.
There are multiple reasons why that could have been the case in earlier devkits. But the question remains: For what should the OS use two full cores during gameplay? What they are supposed to do?
Take your PC, run a game in windowed mode and look at the CPU load of the different processes. How much gets used by Win or some other background processes or apps?
I frankly don't know.
I am also trying to find out where in the SF postmortem they say that 2 cores are reserved for OS but I can't find it.