We get many assets on screen and many more draw calls on the API, and still load the game up further with HD textures and mods. Today we get games that can combine qualities and still produce highly playable FPS - the Crysis days are definitely behind us, no studio wants to go there anymore and frankly they don't have to. Again others stand out because they started combining these qualities, because all game design is in a way iterative even between publishers/studios that compete. Some titles stand out, others don't, some stand out on their art design, some because of particle effects, yet others because they're great at showing you a huge open world with great view distance. We slowly get our increased fidelity so we might not appreciate it as much, the wow effect isn't there. Its like boiling a frog in hot water right. For now, of course.Ĭlick to expand.Well I think you're right but also that part of this is a twisted view on things. We've seen that GPU memory requirements are indeed on the rise, and it's only going to continue, but we've also seen that it's possible to make current games work fine with whatever amount one has, just by spending time in the settings menu. There are other, somewhat less nefarious, factors that will also play a part – development teams inexperienced in doing PC ports or using Unreal Engine, for example, and overly tight deadlines set by publishers desperate to hit sales targets before a financial quarter all result in big budget games having a multitude of issues, with VRAM usage being the least of them. And once you add in the expected igher detail settings for such ports, then that amount is going to be much larger. Thus, if a next-gen console game is using, say, 10 GB of unified RAM for meshes, materials, buffers, render targets, and so on, we can expect the PC version to be at least the same. For years, they were created with very tight RAM restrictions but as publishers have started to move away from releasing titles for the older machines, that limit is now two to three times higher. This is also why it seems like games have just suddenly leaped forward in memory loads. In the last decade, when there was just 5 GB or so to play with, developers had to be extremely careful at optimizing data usage to get the best out of those machines. That means textures, intermediate buffers, render targets, and executing code all take their share of that limited space. But where PCs keep the meshes, materials, and buffers in VRAM, and the game engine (along with a copy of all the assets being used) in the system memory, consoles have to put everything into the same body of RAM.
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