Playstation and Saturn (32-bit) memory tech

My assumption is that the buffer was a thoughtful addition to the memory pipeline to hedge against long loading times and excessive CD-ROM reads. As the game is loaded into main RAM, VRAM, and Audio RAM and the player is playing, the CD-Rom can "casually" seek the next level's data and pre-load 512KB of it into the buffer to give it a head start when needed.

Also figured it could be a reason why the some of the Saturn 2D fighters loaded faster between bouts than the Playstation versions. Ancillary things like the ending portraits or level transition screens (i.e. the world map and fighter quote screens) could sit in buffer RAM rather than waste precious main RAM for the actual gameplay. This would have been a luxury the Playstation didn't have.
 
I played Deep Fear only for two hours, but plan play all game. Very interesting, graphics good, but could’ve been better. Interesting setting and story. Very good was what game have a lot of cinematic videos. Maybe because of that game is on two CDs.
And yes, I said that before and can say it again, in my opinion Saturn was amazing system. If that would’ve been used at maximum, graphics would’ve been a lot better. There are some home brew projects showing that, especially Unreal port.
 
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