Too many people have tried to fall back on a basic power = performance metric to determine what their chosen PC or console of choice will achieve this gen not thinking the move to current generation development meant anything.
Clearly, that type of mentality is flawed and may have caused them to place bets on certain systems that will fail to produce the results that match their expectations.
Michale Thomas (NX Gamer), being a senior advanced engineer himself, predicted this outcome in future games on PC and it appears that he was correct. (his breakdown below)
Is this the worst PC performance we've seen so far due to VRAM issues?
- Jedi Survivor uses UE4: much like Hogwarts & Redfall which MS devs are trying to get above 30fps
- SPECS: RTX 4090, AMD Ryzen 9 5900X, 32 GB ram running @1440p
- 4090 was getting 18gb of VRAM allocated to a scene
- 4090 average performance with this set up between 30 to 45fps; can not maintain 60fps @1440p
- Game extremely is CPU limited
- AMD GPU preform better than Nvidia GPUs due to lower CPU overhead.
- FSR 2.0 does not help performance
- 12GB of VRAM isn't enough for 4k gaming
All traditional theories about performance metrics and conventional calculations to determine what performance a game should/would get based on GPU power (tflops) alone is being thrown a muck.
It's going to be really interesting to see what kind of resolution targets as well as performance PS5 & XSX are going to be able to fall within seeing that even a 4090 was dropping to 33fps at 1440p.
EXTRA:....................................................................................................................................................................
NXG's comments on the this VRAM issue on PC. NOTE: He concluded that PC GPU's should have 32GB of VRAM to resolve these problem but I wasn't able to pin point the specific video he mentioned this.
Starting @17:26
@18:20
PC RX 6800 16gig of ram/Zen3 5600X 6c 12thread @4.8GH/32GB DDR4/512GB 6GB's PCIe4 SSD
"The demands from console to PC are going to significantly raise over the course of this generation, and only this year are we starting to get into games that are really starting to use the underline architecture and infrastructure that these demands put on the PC space. As such, It also has a high demand on memory allocation"
Starting @9:01
"The main impact I believe is 2 fold...the PS5 has a dedicated I/O management block, DMA and decompression hardware. That means it can shift data; specifically textures but also animations, sound effects ext. without any CPU cycles being needed and get it on screen...
As this data management, decompression, animation streaming, path finding all of these impact the CPU,which (PC) has no such dedicated hardware and the API and additional overhead. Now in addition, this is where the memory ramp up on the PC. It has to pull all the required data into system ram from the harddrive and copy this back and forth between the VRAM and system ram pools...
And it means the PC demands much larger heaps than console"
🫣 I'll wait for @davillain to pop up again to tell & everyone everything is fine to cope with his 8GB 3070Ti
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