How much ram should does each of the big 3 need next gen?

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SaltyMeatballs

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#51 SaltyMeatballs
Member since 2009 • 25165 Posts
Need? Around 3GB's. Depends on the capabilities of the machine. The best looking PC games barely use 2GB's today, despite recommending higher.

[QUOTE="eboyishere"]despite the fact i made this kind of a joke thread, i still was interested in people that are more tech savvy then me. So how much would 4gb put the console? like launch priceBPoole96

Barely any. I posted a link above with the cost of 4GBs of RAM.

I would be surprised if next gen consoles use off the shelf RAM. I expect 4GB's to be more expensive for consoles, and it seems like overkill for a console.
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Grey_Eyed_Elf

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#52 Grey_Eyed_Elf
Member since 2011 • 7971 Posts
3-4GB.
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GamerwillzPS

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#53 GamerwillzPS
Member since 2012 • 8531 Posts

PS4 is going to be aimed towards hardcore gamers, it should have 4GB or 8GB of RAM.

The Wii-U and Xbox 720 are the consoles for casuals, so they should have 1GB or 2GB.

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ChupacabraIII

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#54 ChupacabraIII
Member since 2005 • 5314 Posts

ITT: Kids who know nothing of RAM costs or the difference between the way a console and a PC work.

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deactivated-5c79c3cfce222

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#55 deactivated-5c79c3cfce222
Member since 2009 • 4715 Posts

id say 2GB maybe 3 would be really good. Consoles dont need nearly as much as PC's do so 2GB would actually be more than enough i think. They dont even have on GB to work with now and they seem to do pretty well. You really cant compare it to PC ram though because like i said consoles need much less and then they are gonna be shooting for the lowest cost possible.

Gen007

You literally can't go lower than 2GB these days. And 3GB doesn't seem to be manufactured since the minimal price differential renders it pointless.

I'm positive developers absolutely hate dealing with the memory deficit of current consoles and will be lobbying for more, like how Epic saved the 360 from being a 256MB failure. Going from 2 to 4 is relatively inexpensive. 4 to 8 is a more noticeable bump, so 4GB seems to be the sweet spot and what I expect we'll end up with.

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starjet905

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#56 starjet905
Member since 2005 • 2079 Posts

ITT: Kids who know nothing of RAM costs or the difference between the way a console and a PC work.

ChupacabraIII
Other than not having to load a fully blown OS in a console, there's not much of a difference in how RAM is used for games.
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ChupacabraIII

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#57 ChupacabraIII
Member since 2005 • 5314 Posts
[QUOTE="ChupacabraIII"]

ITT: Kids who know nothing of RAM costs or the difference between the way a console and a PC work.

starjet905
Other than not having to load a fully blown OS in a console, there's not much of a difference in how RAM is used for games.

This has little to do with what I said, but ok.
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Grey_Eyed_Elf

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#58 Grey_Eyed_Elf
Member since 2011 • 7971 Posts

BF 3 uses almost 2gb of system ram and 1.5gb vram for max settings. it will run with less gpu memory but there will be hitching.

Cranler
BF3 on PC woudln't run on a 7800GTX and 512MB RAM... You CANNOT compare console's to PC hardware that easily. Console don'y have bloated operating systems with 30+ operations running in the background, on idle my system uses 1.3GB of RAM. 2GB of unified RAM on a console will be able to run any game at 1080P with ease.
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crimsonman1245

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#59 crimsonman1245
Member since 2011 • 4253 Posts

Ram on consoles isnt cheap.

2GB max probably for Sony and Microsoft, 1 for Wii U if we are lucky.

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fend_oblivion

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#60 fend_oblivion
Member since 2006 • 6760 Posts
4 GB I guess.
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mrfrosty151986

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#61 mrfrosty151986
Member since 2012 • 533 Posts
On PN in the UK you can buy 8Gb of DDR3 1600Mhz RAM for £28 so there's no reason for not having high amounts of RAM this time around. When PS3 and 360 were being designed RAM prices and RAM in general was expensive hence why they only had 512mb of it but 5-6 years later and RAM has become piss cheap.
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KungfuKitten

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#62 KungfuKitten
Member since 2006 • 27389 Posts

[QUOTE="Cranler"]

BF 3 uses almost 2gb of system ram and 1.5gb vram for max settings. it will run with less gpu memory but there will be hitching.

Grey_Eyed_Elf

BF3 on PC woudln't run on a 7800GTX and 512MB RAM... You CANNOT compare console's to PC hardware that easily. Console don'y have bloated operating systems with 30+ operations running in the background, on idle my system uses 1.3GB of RAM. 2GB of unified RAM on a console will be able to run any game at 1080P with ease.


I could see the 720 OS being a bit bloated if they really want it to be the media center of the households (which is exactly what a PC is).

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WilliamRLBaker

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#63 WilliamRLBaker
Member since 2006 • 28915 Posts

3-5 gigs.

I could give a S*** if they had underpowered graphics and cpu as long as they had a butt load of ram I would be happy it is the one area that consoles are sorely lacking and one of the most important aspects of gaming.

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ZombieKiller7

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#64 ZombieKiller7
Member since 2011 • 6463 Posts

4GB minimum

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MercenaryMafia

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#65 MercenaryMafia
Member since 2011 • 2917 Posts
2-4 GB of RAM
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markop2003

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#66 markop2003
Member since 2005 • 29917 Posts
Depends what sort of backing store they're using, if they're still going to use optical disk I'ld put in 2-4gb of RAM backed up by a 8-16gb flash cache running at about 200MB/s.
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markop2003

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#67 markop2003
Member since 2005 • 29917 Posts
[QUOTE="mrfrosty151986"]On PN in the UK you can buy 8Gb of DDR3 1600Mhz RAM for £28 so there's no reason for not having high amounts of RAM this time around. When PS3 and 360 were being designed RAM prices and RAM in general was expensive hence why they only had 512mb of it but 5-6 years later and RAM has become piss cheap.

PS3 uses XDR which is Rambus technology and so costs far more than 28 quid for 8gb
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fernandmondego_

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#68 fernandmondego_
Member since 2005 • 3170 Posts
They should have at least 4 and I wouldn't mind seeing 6 or 8 GB.
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AdobeArtist

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#69 AdobeArtist  Moderator
Member since 2006 • 25184 Posts

[QUOTE="finalstar2007"]

[QUOTE="yoshi_64"]RAM stores lines of code to perform the functions necessary to well... function. Essentially more RAM means more lines of codes can be stored. This means more pictures, sounds, etc. Larger files can be stored, thus meaning you can have better sound files, graphics, textures, etc. *insert TheMoreYouKnow.jpg*Cheese-Muffins

I see, very interesting thanks for the information but storing pictures, music and videos isnt that the function of the external HDD each console has? sounds like RAM is actually the one responsible for the "Picture" icon or the "Video" icon, am i correct? :o

I'm not really sure what you're getting at here. From my limited knowledge in my computer architecture class, RAM stores data for the program/game from the HDD (or disk?). In a game setting, whatever you're currently accessing and using in the game must be stored in RAM to continually access it. RAM has a MUCH faster access time than a HDD. It's why it takes so long to first load up a program or something on your computer as it has to load it up from your hard drive first. However, RAM is limited and you can't just store the whole game code in RAM. Thus, you have to continually evict and replace data in your RAM from the HDD. From my understanding, this is what causes "pop-in" in games. The textures you are now just accessing have not loaded into memory yet, and thus there is a penalty/delay in loading to the RAM from the HDD/Disk, which causes the "pop-in". Therefore, more RAM is typically a good thing as you can store more data in a much faster environment. It would allow better quality assests, more things on screen, etc, like yoshi_64 said.

However, the cost-to-benefit ratio above 4GB for console makers right now makes a large amount of RAM not worth it.

I think the simpler way of explaining is that where a hard drive or media disc is stored data, the RAM is used for processing the data actively being used for the given scenario of a game. So all the character models, level maps, audio clips, animation data and such are pulled of the stored data and processed to occur on screen via the RAM. The RAM also processes all statistical data, such as physics, damage calculations based on character attributes or weapons the character is equipped with (and in RPG cases the in-game stats) to determine the outcome of player actions.

And since RAM is limited, data is continuously swapped in and out in an as-needed basis. So levels exited are purged out to make room for the next level to be rendered, and so on. So more RAM means more situational variables can be calculated to create real time actions and maintain the flow of the game.

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Nohtnym

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#70 Nohtnym
Member since 2010 • 1552 Posts

4GB minimum

ZombieKiller7

I agree.

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22Toothpicks

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#71 22Toothpicks
Member since 2005 • 12546 Posts

PS4 is going to be aimed towards hardcore gamers, it should have 4GB or 8GB of RAM.

The Wii-U and Xbox 720 are the consoles for casuals, so they should have 1GB or 2GB.

GamerwillzPS
Tell me, how the does the collective penises of all of Sony taste? Too much fellatio can lead to buck teeth, son.
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22Toothpicks

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#72 22Toothpicks
Member since 2005 • 12546 Posts
[QUOTE="markop2003"][QUOTE="mrfrosty151986"]On PN in the UK you can buy 8Gb of DDR3 1600Mhz RAM for £28 so there's no reason for not having high amounts of RAM this time around. When PS3 and 360 were being designed RAM prices and RAM in general was expensive hence why they only had 512mb of it but 5-6 years later and RAM has become piss cheap.

PS3 uses XDR which is Rambus technology and so costs far more than 28 quid for 8gb

This what people don't understand. I don't think either Sony or Ninty (dont know about MS) ever use standard "off-the-shelf" RAM.
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Cheese-Muffins

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#73 Cheese-Muffins
Member since 2008 • 569 Posts

[QUOTE="Cheese-Muffins"]

[QUOTE="finalstar2007"]

I see, very interesting thanks for the information but storing pictures, music and videos isnt that the function of the external HDD each console has? sounds like RAM is actually the one responsible for the "Picture" icon or the "Video" icon, am i correct? :o

AdobeArtist

I'm not really sure what you're getting at here. From my limited knowledge in my computer architecture class, RAM stores data for the program/game from the HDD (or disk?). In a game setting, whatever you're currently accessing and using in the game must be stored in RAM to continually access it. RAM has a MUCH faster access time than a HDD. It's why it takes so long to first load up a program or something on your computer as it has to load it up from your hard drive first. However, RAM is limited and you can't just store the whole game code in RAM. Thus, you have to continually evict and replace data in your RAM from the HDD. From my understanding, this is what causes "pop-in" in games. The textures you are now just accessing have not loaded into memory yet, and thus there is a penalty/delay in loading to the RAM from the HDD/Disk, which causes the "pop-in". Therefore, more RAM is typically a good thing as you can store more data in a much faster environment. It would allow better quality assests, more things on screen, etc, like yoshi_64 said.

However, the cost-to-benefit ratio above 4GB for console makers right now makes a large amount of RAM not worth it.

I think the simpler way of explaining is that where a hard drive or media disc is stored data, the RAM is used for processing the data actively being used for the given scenario of a game. So all the character models, level maps, audio clips, animation data and such are pulled of the stored data and processed to occur on screen via the RAM. The RAM also processes all statistical data, such as physics, damage calculations based on character attributes or weapons the character is equipped with (and in RPG cases the in-game stats) to determine the outcome of player actions.

And since RAM is limited, data is continuously swapped in and out in an as-needed basis. So levels exited are purged out to make room for the next level to be rendered, and so on. So more RAM means more situational variables can be calculated to create real time actions and maintain the flow of the game.

Hah yeah, looking back at my post, that does make more sense than how I worded it!

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kraken2109

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#74 kraken2109
Member since 2009 • 13271 Posts

I've had Crysis use 2GB of ram and 900MB of Vram by itself.

There's no reason they should come with less than 2GB, it's not like it costs anything.

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ShadowMoses900

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#75 ShadowMoses900
Member since 2010 • 17081 Posts

Beats me, 360 and PS3 have gotten by just fine with the RAM they have now, so probably twice that I guess.

I don't know, and I seriously doubt anyone here does either. But people are going to talk out fo their ass and pretend they know what they are talking about like they always do.

I'm not worried about next gen at all. Except for MS, they better make some major changes like better exclusives and not charging a stupid fee for online gaming.

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lowe0

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#76 lowe0
Member since 2004 • 13692 Posts

I've had Crysis use 2GB of ram and 900MB of Vram by itself.

There's no reason they should come with less than 2GB, it's not like it costs anything.

kraken2109
Consoles use GDDR 3 (or a Rambus product with similar bandwidth) as their main memory. How much does 2GB of GDDR5 cost?
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savagetwinkie

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#77 savagetwinkie
Member since 2008 • 7981 Posts

12gb-20gb there really is no reason not to with ram prices, this includes graphics as well, if they went with a shared architecture like M$ did with 360 that would be awesome. If they make these systems for the longer cycles it woudl be a crime not to, any one that believes a system could last with 2gb-4gb for hte next 10 years is stupid, PC gaming only needs like 4-6 because consoles constantly drag the overall memeory constraints down. Games are designed around being able to fit in 512mb with everythign from mechanics to graphics then get upscaled assets when they hit the pc.

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savagetwinkie

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#78 savagetwinkie
Member since 2008 • 7981 Posts

[QUOTE="Cheese-Muffins"]

[QUOTE="finalstar2007"]

I see, very interesting thanks for the information but storing pictures, music and videos isnt that the function of the external HDD each console has? sounds like RAM is actually the one responsible for the "Picture" icon or the "Video" icon, am i correct? :o

AdobeArtist

I'm not really sure what you're getting at here. From my limited knowledge in my computer architecture class, RAM stores data for the program/game from the HDD (or disk?). In a game setting, whatever you're currently accessing and using in the game must be stored in RAM to continually access it. RAM has a MUCH faster access time than a HDD. It's why it takes so long to first load up a program or something on your computer as it has to load it up from your hard drive first. However, RAM is limited and you can't just store the whole game code in RAM. Thus, you have to continually evict and replace data in your RAM from the HDD. From my understanding, this is what causes "pop-in" in games. The textures you are now just accessing have not loaded into memory yet, and thus there is a penalty/delay in loading to the RAM from the HDD/Disk, which causes the "pop-in". Therefore, more RAM is typically a good thing as you can store more data in a much faster environment. It would allow better quality assests, more things on screen, etc, like yoshi_64 said.

However, the cost-to-benefit ratio above 4GB for console makers right now makes a large amount of RAM not worth it.

I think the simpler way of explaining is that where a hard drive or media disc is stored data, the RAM is used for processing the data actively being used for the given scenario of a game. So all the character models, level maps, audio clips, animation data and such are pulled of the stored data and processed to occur on screen via the RAM. The RAM also processes all statistical data, such as physics, damage calculations based on character attributes or weapons the character is equipped with (and in RPG cases the in-game stats) to determine the outcome of player actions.

And since RAM is limited, data is continuously swapped in and out in an as-needed basis. So levels exited are purged out to make room for the next level to be rendered, and so on. So more RAM means more situational variables can be calculated to create real time actions and maintain the flow of the game.

well not really its all forms of storagg,

ram is just super fast synchronous memory, and it can be written to on a byte per byte basis which makes it a lot more flexible. It also doesn't process anything, that's the processors job, and even then when processor does the calculations it does so inside the cache. Sometimes you dont' want it to stay in the cache though and there are compiler options for that...

You can get flash based disks that are XIP and can use it like memory, which could be used for reading/execution of the program but it can't be written back to easily. Flash is almost always a block device so in order to write to it you have to erase a large section first to even write a byte so its not good for storing temporary information like RAM is. Reading is synchrounous but writing isasynchrounous on this type of memory.

The problem with other types of storage is its all asynchronous, so in order to get data off you have to give a read command then address and wait for the data to be prepared, you can't really use this information very readily since there is a lot of latency involved. Normally you have to request the data from a file system which goes through a block driver... takes a while. This type of memory the cpu can't execute code from, it needs a block driver to retrieve/store information.

So its like a small pyramid of going from really slow memory to really fast memory. Data gets loaded from a disk into memory, then that memory gets loaded into the cpu and is likely cached and cache is ridiculously fast compared to memory. From the CPU's perspective with though its just reading a byte from an address, cache coudl take 1 cycle, external memory could take like 10 cycles... asychronous memory could take hundreds of cycles. Those values aren't factual you'd need actual hardware for real timing data.

edit: sorry I had a **** fit when I saw memory processes stuff

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GioVela2010

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#79 GioVela2010
Member since 2008 • 5566 Posts
It's going to be a minimum of 6GB. Bookmark it
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godzillavskong

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#80 godzillavskong
Member since 2007 • 7904 Posts

PS4 is going to be aimed towards hardcore gamers, it should have 4GB or 8GB of RAM.

The Wii-U and Xbox 720 are the consoles for casuals, so they should have 1GB or 2GB.

GamerwillzPS
Too funny. Wow...........
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AdobeArtist

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#81 AdobeArtist  Moderator
Member since 2006 • 25184 Posts

[QUOTE="GamerwillzPS"]

PS4 is going to be aimed towards hardcore gamers, it should have 4GB or 8GB of RAM.

The Wii-U and Xbox 720 are the consoles for casuals, so they should have 1GB or 2GB.

godzillavskong

Too funny. Wow...........

Nothing is more "hardcore" than being a corprorate cheerleader on internet forums ;)

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PC_Otter

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#82 PC_Otter
Member since 2010 • 1623 Posts

RAM is dirt cheap so anything below 4GB is laughable

4GB RAM @1600Mhz on Newegg

BPoole96

DDR3 is one thing. GDDR5, XDR, or XDR2 is another, of which they will be necessary in some quantity next gen in order to provide enough bandwidth at least for VRAM. Chances are GDDR5 will be the standard for this upcoming gen, and based on early projections 4 GB is probably the very most amount of RAM will be seeing on the new consoles. 1.5 GB would be great for a Juniper or Cape Verde level graphics processor, though such an amount would require a 96/192/384 bit bus, unless you stick to the 128 bit one of Juniper and Cape Verde, more relying on flat out clock speed to get you high bandwidth.

The amalgam of RAM size, speed, and bandwidth is an interesting topic in trying to find the proper blend of attributes to provide necessary performance while keeping the cost manageable and future revisions decently easy to produce.

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ZoomZoom2490

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#83 ZoomZoom2490
Member since 2008 • 3943 Posts
bf3 in true 1080p with 8xaa, 16xaf, 64player server, and everything on high can eat up more than 4gb of system ram. to be on the safe side, i would ask for 6gb-8gb of ram. and dont forget that next-gen consoles will need more ram to run the OS.
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Fossil-

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#84 Fossil-
Member since 2006 • 351 Posts
They don't need to go overboard just for the sake of having more RAM, but I think the main issue when people point out how cheap RAM is is: RAM should never the limiting factor in a console It's one thing, for example, if the GPU is less powerful than a PC, but in a case like that you have to realize GPUs are expensive and they improve over time. But RAM is cheap and it's easy to have more than you need RIGHT NOW in the event that you need it LATER.
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#85 Zeviander
Member since 2011 • 9503 Posts
Depends a lot on the OS. If what is being said about the Wii U's OS requiring 512MB of dedicated RAM is true, then it would have to be no less than 2GB total between SRAM and VRAM (given that most PC cards these days are 1024MB). Ideally, 2GB of total shared RAM (like the 360, not the PS3) seems about right. Hopefully they can get it real cheap and bump it up higher.
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MK-Professor

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#86 MK-Professor
Member since 2009 • 4218 Posts

[QUOTE="Cranler"]

BF 3 uses almost 2gb of system ram and 1.5gb vram for max settings. it will run with less gpu memory but there will be hitching.

Grey_Eyed_Elf

BF3 on PC woudln't run on a 7800GTX and 512MB RAM... You CANNOT compare console's to PC hardware that easily. Console don'y have bloated operating systems with 30+ operations running in the background, on idle my system uses 1.3GB of RAM. 2GB of unified RAM on a console will be able to run any game at 1080P with ease.

well... you can play bf3 with a 8400GS(256mb) that is multiple times slower than a 7800GTX, but only with low settings, super low rez and low fps. some people don't realize that console use much less memory on BF3 because they run this game with low settings and sud-hd resolution.

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PC_Otter

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#87 PC_Otter
Member since 2010 • 1623 Posts
[QUOTE="ZoomZoom2490"]bf3 in true 1080p with 8xaa, 16xaf, 64player server, and everything on high can eat up more than 4gb of system ram. to be on the safe side, i would ask for 6gb-8gb of ram.

Windows 7/Vista are part of the problem in that they take up huge amounts of space too, especially with Super Fetch in the background, auto loading programs. At least in a console, you won't have the traditional PC setup where visual resources in VRAM are copied from data in system RAM as well (so essentially twice as much RAM use than needed). BF3, 1080p maxed out in a console setup would easily fit into 2 GB. IIRC, BF3 uses about 1 GB of VRAM maxed out at 1080p, so double the VRAM amount for total RAM and you have a decent idea of how much memory a console needs. The problem with RSX and Xenos was that they were GPUs powerful enough to make use of well more than 256 MB of VRAM. Of course Xenos has access to the 360's complete memory for video (sans OS needs), but that of course leaves nothing for background loads, sound, etc. The RSX I think could access the XDR to augment the GDDR3 VRAM (and I guess necessary for Cell assisted rendering), but being an indirect connection, I'm sure it's heavy in latency and would have to compete with the Cell's bandwidth needs. The RSX and Xenos in a PC environment would've been practical with 384 MB of VRAM (I won't get into bandwidth and bus widths here). G70 (7800s) and G71 (7900s) were RSX's closest cousins in the PC world, with 512 MB VRAM available on the 7800GTX and 512 MB pretty much standard on almost all 7900 models.
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theuncharted34

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#88 theuncharted34
Member since 2010 • 14529 Posts

[QUOTE="BPoole96"]

RAM is dirt cheap so anything below 4GB is laughable

4GB RAM @1600Mhz on Newegg

PC_Otter

DDR3 is one thing. GDDR5, XDR, or XDR2 is another, of which they will be necessary in some quantity next gen in order to provide enough bandwidth at least for VRAM. Chances are GDDR5 will be the standard for this upcoming gen, and based on early projections 4 GB is probably the very most amount of RAM will be seeing on the new consoles. 1.5 GB would be great for a Juniper or Cape Verde level graphics processor, though such an amount would require a 96/192/384 bit bus, unless you stick to the 128 bit one of Juniper and Cape Verde, more relying on flat out clock speed to get you high bandwidth.

The amalgam of RAM size, speed, and bandwidth is an interesting topic in trying to find the proper blend of attributes to provide necessary performance while keeping the cost manageable and future revisions decently easy to produce.

No one here understands these things.

The next gen consoles won't have a bunch of DDR3 Ram, they'll have less of the next big thing, even the Wii U. Besides, even if they did have a bunch of old Ram, it'd be a waste. They're not going to put outdated Ram in machines that have to be on the market for 5 years +.

All people have to do is look at the Wii. It has 64 Mb's of GDDR3, the same kind of Ram in the 360, just less.

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PC_Otter

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#89 PC_Otter
Member since 2010 • 1623 Posts

[QUOTE="PC_Otter"]

[QUOTE="BPoole96"]

RAM is dirt cheap so anything below 4GB is laughable

4GB RAM @1600Mhz on Newegg

theuncharted34

DDR3 is one thing. GDDR5, XDR, or XDR2 is another, of which they will be necessary in some quantity next gen in order to provide enough bandwidth at least for VRAM. Chances are GDDR5 will be the standard for this upcoming gen, and based on early projections 4 GB is probably the very most amount of RAM will be seeing on the new consoles. 1.5 GB would be great for a Juniper or Cape Verde level graphics processor, though such an amount would require a 96/192/384 bit bus, unless you stick to the 128 bit one of Juniper and Cape Verde, more relying on flat out clock speed to get you high bandwidth.

The amalgam of RAM size, speed, and bandwidth is an interesting topic in trying to find the proper blend of attributes to provide necessary performance while keeping the cost manageable and future revisions decently easy to produce.

No one here understands these things.

The next gen consoles won't have a bunch of DDR3 Ram, they'll have less of the next big thing, even the Wii U. Besides, even if they did have a bunch of old Ram, it'd be a waste. They're not going to put outdated Ram in machines that have to be on the market for 5 years +.

All people have to do is look at the Wii. It has 64 Mb's of GDDR3, the same kind of Ram in the 360, just less.

The Wii still retains the "internal" 24 MB of 1T-SRAM from the GC in order to preserve backwards compatibility and the familiar memory system architecture.

The problem is there is no next big thing, even with DDR4 on the horizon, we don't know it's real specs, and what kind of capabilities it has. For all we know, it could be just a faster clocked version of DDR3, like GDDR4 was mostly a faster clocked version of GDDR3 (not completely true, but basically). XDR2 is the best out there, but it has yet to be adopted by anyone and therefore will be extremely expensive. GDDR5 is proven, cheaper, and all the major GPUs out there that could be in the next round of systems, are readily compatible with it.

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theuncharted34

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#90 theuncharted34
Member since 2010 • 14529 Posts

[QUOTE="theuncharted34"]

[QUOTE="PC_Otter"] DDR3 is one thing. GDDR5, XDR, or XDR2 is another, of which they will be necessary in some quantity next gen in order to provide enough bandwidth at least for VRAM. Chances are GDDR5 will be the standard for this upcoming gen, and based on early projections 4 GB is probably the very most amount of RAM will be seeing on the new consoles. 1.5 GB would be great for a Juniper or Cape Verde level graphics processor, though such an amount would require a 96/192/384 bit bus, unless you stick to the 128 bit one of Juniper and Cape Verde, more relying on flat out clock speed to get you high bandwidth.

The amalgam of RAM size, speed, and bandwidth is an interesting topic in trying to find the proper blend of attributes to provide necessary performance while keeping the cost manageable and future revisions decently easy to produce.

PC_Otter

No one here understands these things.

The next gen consoles won't have a bunch of DDR3 Ram, they'll have less of the next big thing, even the Wii U. Besides, even if they did have a bunch of old Ram, it'd be a waste. They're not going to put outdated Ram in machines that have to be on the market for 5 years +.

All people have to do is look at the Wii. It has 64 Mb's of GDDR3, the same kind of Ram in the 360, just less.

The Wii still retains the "internal" 24 MB of 1T-SRAM from the GC in order to preserve backwards compatibility and the familiar memory system architecture.

The problem is there is no next big thing, even with DDR4 on the horizon, we don't know it's real specs, and what kind of capabilities it has. For all we know, it could be just a faster clocked version of DDR3, like GDDR4 was mostly a faster clocked version of GDDR3 (not completely true, but basically). XDR2 is the best out there, but it has yet to be adopted by anyone and therefore will be extremely expensive. GDDR5 is proven, cheaper, and all the major GPUs out there that could be in the next round of systems, are readily compatible with it.

Yeah, I only didn't mention the other 24 mb's as my point was the GDDR3 Ram.

True, but maybe the next gen consoles will be the first systems to use new this new Ram, (this is a stretch) and manufacturers are just waiting until then to mass produce it.

I wish XDR Ram wasn't so expensive, if it wasn't then everything would use it and no one would have to worry about Ram bottlenecks that's for sure. If anyone'll use XDR2 it'll be Sony with the Ps4, but only part of the total Ram of course.Right about GDDR5, most likely the majority of Ram in the next consoles will be just that.

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Aidenfury19

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#91 Aidenfury19
Member since 2007 • 2488 Posts

If they can manage 4GB that would be great, but with the specs rumored for them I doubt it would be used much. Sadly I'm thinking that 2-3GB is the most likely outcome.

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godzillavskong

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#92 godzillavskong
Member since 2007 • 7904 Posts

[QUOTE="godzillavskong"][QUOTE="GamerwillzPS"]

PS4 is going to be aimed towards hardcore gamers, it should have 4GB or 8GB of RAM.

The Wii-U and Xbox 720 are the consoles for casuals, so they should have 1GB or 2GB.

AdobeArtist

Too funny. Wow...........

Nothing is more "hardcore" than being a corprorate cheerleader on internet forums ;)

Indeed. As we all know that these "hardcore" games require so much more ram, while these "casual" games only use 1-2 gbs! lol
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PC_Otter

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#93 PC_Otter
Member since 2010 • 1623 Posts

Yeah, I only didn't mention the other 24 mb's as my point was the GDDR3 Ram.

True, but maybe the next gen consoles will be the first systems to use new this new Ram, (this is a stretch) and manufacturers are just waiting until then to mass produce it.

I wish XDR Ram wasn't so expensive, if it wasn't then everything would use it and no one would have to worry about Ram bottlenecks that's for sure. If anyone'll use XDR2 it'll be Sony with the Ps4, but only part of the total Ram of course.Right about GDDR5, most likely the majority of Ram in the next consoles will be just that.

theuncharted34

I think I get that your point is the idea of a split RAM system. Split RAM architecture versus UMA is an issue of cost, complexity, and "needs". The PS3 is a prime example of the split system working against developers, but then again, the addition of GDDR3 was a crutch addition to bring the memory up to half a gigabyte. My assumption is that doubling the XDR and providing a bigger pathway to it for the RSX was more expensive than adding the GDDR3 and it's traces.

On the Xbox 360, effectively all MS really had to do was double the size of their RAM modules, and keep their individual bus widths the same. Yeah, it made the system more expensive due to the larger modules, but that job is certainly more simple to implement than have two separate memory systems.

For next gen, I'd advocate a 360-like UMA for the sake of simplicity. Revisions would be easier to implement, there would be a single RAM standard in the system, which would quicken how quickly the price would come down due to very high volume. With enough raw bandwidth, it won't be too much of an issue having both a CPU and GPU accessing the same bank of RAM. It also makes the 360 type system configuration easier to implement where you have a combined chipset/northbridge/GPU basically as your system hub with the CPU and RAM connected directly. IF IBM AND AMD MAKE IT HAPPEN, a combined PPC + AMD graphics die + northbridge would be ideal, but judging from the leaked Wii U configuration patent (see below), that is unlikely.

wiiupatent1.jpg
What is fascinating is how earily similar to the GC and Wii the system configuration is, with "VRAM, "external" and "internal" memory banks. The System LSI looks to be a system hub (probably an MCM, unlikely to be a full single die) of sorts with the I/O, GPU, DSP (for audio I presume), along with the memory banks. The I/O, GPU, and DSP could be a single die, with the memory on their own. I wonder what the difference between the "internal" memory and VRAM is. The "internal" could be the actual VRAM, with the "VRAM" actually eDRAM for framebuffer output or quick texture storage. Then again, the "internal" could be extra memory for the GPU to use along with the VRAM, yet accessible by the DSP for audio purposes.

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mitu123

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#94 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

How about VRAM? That's important too!

nameless12345

Not for consoles (most use unified RAM).

Oh that's right, so even 4GB would sound reasonable.
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theuncharted34

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#95 theuncharted34
Member since 2010 • 14529 Posts

[QUOTE="theuncharted34"]

PC_Otter

I think I get that your point is the idea of a split RAM system. Split RAM architecture versus UMA is an issue of cost, complexity, and "needs". The PS3 is a prime example of the split system working against developers, but then again, the addition of GDDR3 was a crutch addition to bring the memory up to half a gigabyte. My assumption is that doubling the XDR and providing a bigger pathway to it for the RSX was more expensive than adding the GDDR3 and it's traces.

What is fascinating is how earily similar to the GC and Wii the system configuration is, with "VRAM, "external" and "internal" memory banks. The System LSI looks to be a system hub (probably an MCM, unlikely to be a full single die) of sorts with the I/O, GPU, DSP (for audio I presume), along with the memory banks. The I/O, GPU, and DSP could be a single die, with the memory on their own. I wonder what the difference between the "internal" memory and VRAM is. The "internal" could be the actual VRAM, with the "VRAM" actually eDRAM for framebuffer output or quick texture storage. Then again, the "internal" could be extra memory for the GPU to use along with the VRAM, yet accessible by the DSP for audio purposes.

My point about the Wii's GDDR3 was only to point out that the console manufacturers won't use more, but outdated ram, but instead use less of new ram. The Wii is the most extreme example of that, the Wii's core architecture remains the same as the gamecube's, hardware from 2000-2001, and yet it *still* had up to date ram.

About your point about the mixed ram in the Ps3, that could've been the case, but it's also possible Sony developed the PS3 to have 2 seperate types from the start. XDR was a necessity for the Cell, not so much the GPU.And also the Ps3 having that split memory wasn't really the issue, I mean it was somewhat of an issue for some developers who started coding their game on 360 which had the UMA setup, but the real problem was the Ps3's OS used much more Ram than 360's.50 mb's vs. 32 as of now, and the gap was wider than that earlier on.

I'm with you in favor of a unified ram setup, just as you said for cost and simplicity, but split's fine too, like you said with split ram you don't run into bandwidth issues as much.But yeah, the bad outweighs the benefits.

And well, about the Wii and GC, they do basically have the same hardware with some updating for the Wii.

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MlauTheDaft

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#96 MlauTheDaft
Member since 2011 • 5189 Posts

Noone in SW has the slightest clue.

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PC_Otter

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#97 PC_Otter
Member since 2010 • 1623 Posts

[QUOTE="PC_Otter"]

[QUOTE="theuncharted34"]

theuncharted34

I think I get that your point is the idea of a split RAM system. Split RAM architecture versus UMA is an issue of cost, complexity, and "needs". The PS3 is a prime example of the split system working against developers, but then again, the addition of GDDR3 was a crutch addition to bring the memory up to half a gigabyte. My assumption is that doubling the XDR and providing a bigger pathway to it for the RSX was more expensive than adding the GDDR3 and it's traces.

What is fascinating is how earily similar to the GC and Wii the system configuration is, with "VRAM, "external" and "internal" memory banks. The System LSI looks to be a system hub (probably an MCM, unlikely to be a full single die) of sorts with the I/O, GPU, DSP (for audio I presume), along with the memory banks. The I/O, GPU, and DSP could be a single die, with the memory on their own. I wonder what the difference between the "internal" memory and VRAM is. The "internal" could be the actual VRAM, with the "VRAM" actually eDRAM for framebuffer output or quick texture storage. Then again, the "internal" could be extra memory for the GPU to use along with the VRAM, yet accessible by the DSP for audio purposes.

My point about the Wii's GDDR3 was only to point out that the console manufacturers won't use more, but outdated ram, but instead use less of new ram. The Wii is the most extreme example of that, the Wii's core architecture remains the same as the gamecube's, hardware from 2000-2001, and yet it *still* had up to date ram.

About your point about the mixed ram in the Ps3, that could've been the case, but it's also possible Sony developed the PS3 to have 2 seperate types from the start. XDR was a necessity for the Cell, not so much the GPU.And also the Ps3 having that split memory wasn't really the issue, I mean it was somewhat of an issue for some developers who started coding their game on 360 which had the UMA setup, but the real problem was the Ps3's OS used much more Ram than 360's.50 mb's vs. 32 as of now, and the gap was wider than that earlier on.

I'm with you in favor of a unified ram setup, just as you said for cost and simplicity, but split's fine too, like you said with split ram you don't run into bandwidth issues as much.But yeah, the bad outweighs the benefits.

And well, about the Wii and GC, they do basically have the same hardware with some updating for the Wii.

The Wii had as much RAM as it ever needed, with the 64 MB GDDR3 replacing the super-slow 16 MB disc/sound buffer memory (though you got to admit, GC had very quick load times). I think this next round will be better about memory amounts, but better ways to use that memory will come around too. You saw the VRAM issue on the PS3 with titles like Crysis 2 were the framebuffer had to be reduced to fit within the 256 MB footprint. The 360 doesn't have this problem obviously. Unless the console makers were to give devs an extreme amount of dedicated, high bandwidth VRAM, they would be better off with UMA. A Cape Verde GPU for example easily can make use of a full 1 GB of VRAM, even at 1080p resolution. I would go as far as to boost it to 1.5 GB, in the process making it necessary to have a wider bus, which would provide more bandwidth which will help with AA, motion blur, etc at such high res. System memory could be 1 or 2 GB of DDR3 on a 128 bit bus. I wouldn't be disappointed by a 2 GB UMA for a Cape Verde based system, though I would rather see 3 GB to make the larger bus necessary, and the extra 1 GB would be beneficial in the long run.
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whiskeystrike

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#98 whiskeystrike
Member since 2011 • 12213 Posts

2-4gb sounds good.

Thefatness16

Your sig is from Walmart? o__o

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theuncharted34

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#99 theuncharted34
Member since 2010 • 14529 Posts

[QUOTE="theuncharted34"]

[QUOTE="PC_Otter"] I think I get that your point is the idea of a split RAM system. Split RAM architecture versus UMA is an issue of cost, complexity, and "needs". The PS3 is a prime example of the split system working against developers, but then again, the addition of GDDR3 was a crutch addition to bring the memory up to half a gigabyte. My assumption is that doubling the XDR and providing a bigger pathway to it for the RSX was more expensive than adding the GDDR3 and it's traces.

What is fascinating is how earily similar to the GC and Wii the system configuration is, with "VRAM, "external" and "internal" memory banks. The System LSI looks to be a system hub (probably an MCM, unlikely to be a full single die) of sorts with the I/O, GPU, DSP (for audio I presume), along with the memory banks. The I/O, GPU, and DSP could be a single die, with the memory on their own. I wonder what the difference between the "internal" memory and VRAM is. The "internal" could be the actual VRAM, with the "VRAM" actually eDRAM for framebuffer output or quick texture storage. Then again, the "internal" could be extra memory for the GPU to use along with the VRAM, yet accessible by the DSP for audio purposes.

PC_Otter

My point about the Wii's GDDR3 was only to point out that the console manufacturers won't use more, but outdated ram, but instead use less of new ram. The Wii is the most extreme example of that, the Wii's core architecture remains the same as the gamecube's, hardware from 2000-2001, and yet it *still* had up to date ram.

About your point about the mixed ram in the Ps3, that could've been the case, but it's also possible Sony developed the PS3 to have 2 seperate types from the start. XDR was a necessity for the Cell, not so much the GPU.And also the Ps3 having that split memory wasn't really the issue, I mean it was somewhat of an issue for some developers who started coding their game on 360 which had the UMA setup, but the real problem was the Ps3's OS used much more Ram than 360's.50 mb's vs. 32 as of now, and the gap was wider than that earlier on.

I'm with you in favor of a unified ram setup, just as you said for cost and simplicity, but split's fine too, like you said with split ram you don't run into bandwidth issues as much.But yeah, the bad outweighs the benefits.

And well, about the Wii and GC, they do basically have the same hardware with some updating for the Wii.

The Wii had as much RAM as it ever needed, with the 64 MB GDDR3 replacing the super-slow 16 MB disc/sound buffer memory (though you got to admit, GC had very quick load times). I think this next round will be better about memory amounts, but better ways to use that memory will come around too. You saw the VRAM issue on the PS3 with titles like Crysis 2 were the framebuffer had to be reduced to fit within the 256 MB footprint. The 360 doesn't have this problem obviously. Unless the console makers were to give devs an extreme amount of dedicated, high bandwidth VRAM, they would be better off with UMA. A Cape Verde GPU for example easily can make use of a full 1 GB of VRAM, even at 1080p resolution. I would go as far as to boost it to 1.5 GB, in the process making it necessary to have a wider bus, which would provide more bandwidth which will help with AA, motion blur, etc at such high res. System memory could be 1 or 2 GB of DDR3 on a 128 bit bus. I wouldn't be disappointed by a 2 GB UMA for a Cape Verde based system, though I would rather see 3 GB to make the larger bus necessary, and the extra 1 GB would be beneficial in the long run.

I suppose my point was confusing, I made it sound like the Wii could've used more ram but I didn't mean that, I just meant to point out that the Wii, which is a fossil in comparison to the HD twins, still had the latest ram modules. Gamecube sure did have blazing fast loading, the mini-DVD's helped with that too.

Again, about the Ps3's memory, the RSX gpu can use the XDR ram as well, so yes the total memory isn't shared in the Ps3, but the Gpu at least can make use of all the available ram. So if the Ps3's OS didn't have the heavy footprint it does the RSX could compensate by using the additional 18 mb's that'd be available, if the OS used just 32 mb's.For your Crysis 2 example, Crytek stated they saved 14 mb's by lowering the horizontal resolution of C2 down to 1024, so the additional 18 mb's would more than make up for that.

As for the "Ps4 and 720" having a 7700 series gpu, i'd be extremely disappointed, myself. I'm hoping for a Cypress level Gpu in the next "HD twins", I think that is more than reasonable considering they won't be out 'till 2013.

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dercoo

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#100 dercoo
Member since 2006 • 12555 Posts

1gig:minimum/mandatory level.

2gig:good for consoles.

4gig:great for consoles.

Consoles don't need the 8+ spectrum, as they are dedicated devices, and have next to no background ram use.