[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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