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Processor | faster at instructions than yours |
---|---|
Motherboard | more nurturing than yours |
Cooling | frostier than yours |
Memory | superior scheduling & haphazardly entry than yours |
Video Card(s) | better rasterization than yours |
Storage | more ample than yours |
Display(s) | increased pixels than yours |
Case | fancier than yours |
Audio Device(s) | further audible than yours |
Power Supply | additional amps x volts than yours |
Mouse | without as much gnawing as yours |
Keyboard | less clicky than yours |
VR HMD | not as odd looking as yours |
Software | extra mushier than yours |
Benchmark Scores | up yours |
An excellent read and explanation even if it is on a different web site
Some interesting points
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. That means textures, intermediate buffers, render targets, and executing code all take their share of that limited space. 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.
This is also why it seems like games have just suddenly leaped forward in memory loads. 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....
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. And once you add in the expected igher detail settings for such ports, then that amount is going to be much larger....
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.
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. For now, of course.
Why Are Modern PC Games Using So Much VRAM?
With the best graphics cards now sporting more RAM than an average PC, we look at just why games are using ever more video memory to create...
www.techspot.com
Some interesting points
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. That means textures, intermediate buffers, render targets, and executing code all take their share of that limited space. 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.
This is also why it seems like games have just suddenly leaped forward in memory loads. 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....
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. And once you add in the expected igher detail settings for such ports, then that amount is going to be much larger....
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.
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. For now, of course.