Wow. Less than 512MB. I can't imagine how they fit stuff like Destiny and Halo: Reach into that.
Wow. Less than 512MB. I can't imagine how they fit stuff like Destiny and Halo: Reach into that.
Interesting reading: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1 https://news.ycombinator.com/item?id=9737156
That's right. The entire RAM bank was made of chips designed for graphics. So it's no wonder it was so expensive.
Edit: and this was necessary to decrease the latency between graphical operations and processor operations. You can load graphics directly into what is essentially VRAM, rather than having to pull it through regular RAM first. Because there is no regular RAM.
The tradeoffs made sense at that point in time, because DDR1/2 sucked a lot, and pulling data through multiple stages would drag down performance.
As such it was conventional for game consoles to have fast-but-small RAM. The reasoning is that console games mostly bottleneck on the rendering of a scene at acceptable framerates, vs. simulating all aspects of a complex scene or achieving maximum detail as a movie would. Since ROM cartridges were fast and optical allowed data to be streamed in "fast enough", there were plenty of ways to achieve the right effect under tight RAM conditions. One exceptional case where tight RAM did not play out well is the N64's 4kB texture cache, which imposed a large burden on the entire art pipeline(if you wanted a high res texture, you had to resort to tricks like tiling it across additional geometry).
Today what is demanded from a console is much more in lock step with every other consumer device - they do more computer-like things, they can multi-task some and scenes are doing more memory-intensive things so they're more well-rounded, and get more RAM.
[0] http://vignette2.wikia.nocookie.net/vgsales/images/c/ce/Esti...
https://forums.epicgames.com/archive/index.php/t-553976.html
Either way they're very different environments. For instance you usually have a unified memory model on most consoles where on PC you have to shuffle textures across a memory bus to the GPU. Leads you to optimize for different things(although most ports I know of were done with a skeleton team).