In-game web browsing, dur!
Dur!
In-game web browsing, dur!
In-game web browsing, dur!
However much RAM they invest in a cache of say ~8GB super fast flash memory seems like a good investment imo, if only to help combat load times as the speed of the optical drive is still going to be a major bottleneck next generation. Similar principal to how Nintendo used the A-RAM in the GCN which delivered great results when properly optimised for.
It should be cheap enough at launch and will eventually become a very trivial cost over time. A good potential solution if 4-8GB of RAM proves cost prohibitive.
Sure it may not be particularly memory optimised and its an apples vs. oranges comparison but Crysis will routinely eat through more than 2GB of RAM with ease and that's a 2006 title with texture streaming and potentially an extra 1GB used up by a GPU depending on how they/Vista manage memory (I'm unsure, some input here would be helpful). You can never have enough RAM.
If you can load data into your pool of ram faster with less latency then you can get away with less ram. System ram in the PC architectures is a big slow pool whereas console architectures have more bandwidth so they don't need as much data in reserve. On a console the system ram represents more what the system is using at present and on the PC it also includes space for data which may or may not be needed. Its a JIT approach vs delivery in bulk and so long as you can control the data delivery the JIT approach is far more efficient.
I guess in Microsofts case we're looking at an Arcade and a Premium SKU for cost and the flash memory would be a good unifier between the two SKUs to give consistant performance overall. I don't believe that HDD streaming is very effective relative to the performance of flash as constant as simultainious read/write kills performance and you still have much higher latency.
I think in terms of useability the long initial load times for games this generation is a concern (1-2 minutes?) . It would be a pretty useful technology to be able to load straight into a game you've been playing or the one previous without too much waiting and on top of that being able to suspend and shut down a console at any point and return to your game would also be a bonus.
I would say having 16GB (8-10GB cache + 1-2 redundancy + 4-7GB user) or 32GB (12-20GB cache with 2-4 redundancy and 8-18GB user space) could make sense. You could give the Premium SKU half the quantity of the Arcade SKU just for cache to save money as well.
.
Not really. Having faster RAM will let you do more computation on what's in memory, but the limiting factor is still media read bandwidth and seek performance. Whether that media is a 5400 RPM hard disk or a Blu-ray Drive, it's still extremely slow relative to system memory.
Using a fast flash memory as cache would be great, but i still think MS will put a slow, fat hard drive into their next console: digital delivering, and game installing (20+ GB) ask for it. I can see the Arcade SKU with at least 128 Gb (5400rpm) and the Premium SKU with 512 GB(5400rpm).
And for the ram:
http://www.hardware.info/en-US/extc...ZyA/Hynix_develops_first_40nm_2Gb_GDDR5_chip/
16 of these would be plenty enough.
So you'd need a 1024 bit bus then, I'm sceptical. Even 4 of them would require a 256 bit bus which is not a given for next gen (even though it should be the min).
Unless you're performing lots of calculations on a small amount of data. eg. Procedural texture creation in shader would eat gigaflops without needing any read bandwidth.I agree that bandwith and memory capacity is limited by board complexity. It's another reason I don't believe in a 5 teraflop GPU - you won't be able to feed it
you're off by a factor of 2, and you can easily double the number of chips with clamshell mode.
so that gives 2GB memory on a 128bit bus, using 8 chips, which is a very probable outcome. can be scaled to 4 chips if there are even bigger memory chips down the road.
I agree that bandwith and memory capacity is limited by board complexity. It's another reason I don't believe in a 5 teraflop GPU - you won't be able to feed it
512MB was a bit dated this gen too. The cost envelope is what iit is. Perhaps a realistic expectation is 2GB very fast working memory and 2+ GB slower memory?
512MB was a bit dated this gen too. The cost envelope is what iit is. Perhaps a realistic expectation is 2GB very fast working memory and 2+ GB slower memory?
512MB was a bit dated this gen too. The cost envelope is what iit is. Perhaps a realistic expectation is 2GB very fast working memory and 2+ GB slower memory?
Amiga RAM was actually split pools like PC. The internal Chip RAM was slow because it was shared with all the processors, meaning the CPU would ahve to wait if the RAM was bust serving the other chips. Fast RAM was only accessible by the CPU, so it could work full rate while the other chips used the chip RAM. So the Chip RAM was kinda like VRAM, and the Fast RAM like normal system memory.Like "Amiga type" with fast, slow ram (and cache ram)?
512MBs was substantially less than a new PC was offering, just as 2GBs would be less than new PCs come with. Going by your example, PS360 launched with 2/9ths your PC's RAM. Extrapolating that, 2GBs next-gen would be 2/9ths of 9GBs, which I expect to be as much as PCs come with. TBH you don't need more than 4GBs AFAICS. Don't even need more than 2GBs unless you're working with big data and don't want to trash the HDD!eastmen said:Was it really in 2005 ? I think I was running 2 gigs system ram and my video card had 256 megs. I'd say 512 wasn't bad at all.
...what the heck is she wanting with 12 GBs RAM?? Most oflk, me included, don't fill a gig even editing large photos, and if it weren't for OS bloat, 1 GB would be serviceable. I've used this 1GB PC for 5 years now without hitting RAM limits except on some rare occassions, with large images and lots of layers. Are you installing entire DVD games to RAM or something??Considering its 2009 and I just bought my gf 12 gigs of ram