archangelmorph
Veteran
3GB of RAM for the OS sounds like it's applied for both system & video memory usage...
So thats vertex, texture & shader data for all OS-driven UI (always accessible from the HOME button)...
Then throw in all your kernel level constructs (can't be much more than a few hundred MBs max), throw in a couple of full screen-sized video buffers for Kinect2.0 processing, precomputed GPU command list data maybe? (~100MBs), HD audio data (~50MBs max)?
Still don't see how you get that up to 3GBs but more importantly I'd be concerned about the amount of CPU you'd eat up, actually having to do something useful with that much active OS data kicking around...
So thats vertex, texture & shader data for all OS-driven UI (always accessible from the HOME button)...
Then throw in all your kernel level constructs (can't be much more than a few hundred MBs max), throw in a couple of full screen-sized video buffers for Kinect2.0 processing, precomputed GPU command list data maybe? (~100MBs), HD audio data (~50MBs max)?
Still don't see how you get that up to 3GBs but more importantly I'd be concerned about the amount of CPU you'd eat up, actually having to do something useful with that much active OS data kicking around...