When speaking of ps4 OS it is also a good to remember that there will be in-game OS and full version, which certainly will not use same amount of memory.
In game will not have all features, but Sony did announce instant resume for games.
IMHO. the optimal method would be something like following.
- Go to in-game OS during game.
- Ask something that needs full OS
- Ps4 saves game state and loads full OS.
- Do what is needed in full OS, press resume game.
- Ps4 changes to in-game OS mode and loads game state.
This way they can have reasonably small amount of memory used during in-game OS and Full OS + programs can pretty much all the memory system has.
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Controlled stream copied in deferred bursts shouldn't hit HDD that badly and this would remove limitations of video length while keeping memory consumption low.
Another way would be to stream the video directly to PS+ cloud, no need to store much on local machine.
What kind of OS does the PS3 run? I know it's quite different than how PCs ran due to the Cell chip, but that's all I know.
As far as the PS4 since their running it like a PC now does that mean their running the OS like Windows or is it something Sony cooked up just for the PS4?
It'll be nice to actually be able to access everything while in a game and a Playstation Store that doesn't lag like hell (But is a good design)
PS3's OS is only different from the Windows simply because it's not designed like them but more like the Windows Media Center for the lack of a better comparison. It's really not meant to act like a traditional OS.
If they did design it like Windows, it would look and act like it but that would take a lot of RAM and would be pointless as we don't need nearly the amount of things we can do on Windows so they made it more like a little browser instead that is more efficient as to what we want.
Even though MS is designing the next Xbox with a customized Windows 8 (or so we'd heard), it still may not look anything like Windows 8. It might be a highly customized version of it like Xbox 360 was of Windows 2000 (or whatever it was)...and you can see that the 360 OS looks and feels nothing like the Windows itself.
My point is that it doesn't matter what OS they have on there, all that matters is what features it has, how streamlined it is and how much RAM it's taking up.
I looked it up, apparently it's the equivalent of putting a negative with a positive to suggest that it's super positive? So like saying terribly good.
Instead what you do is allocate a specific address range that Games can access, that is separated from what the OS has full dominion over (OS should be able to reach beyond.)
It would be interesting to see how the 15min of game footage buffering is handled. The only way I see it working is if the video is compressed on the fly by the graphics processor (would be simple to do.) If they used H.265 that would give it a decent quality at a much lower bit rate than H.264 would and be great for streaming. It would need to be buffered, but I could see this being buffered on a dedicated space of the HDD. Also very easy to accomplish, it would only require a few megs of the OS memory to handle this as an intermediate buffer (graphics card writes to this circular buffer continuously, then the OS pushes this out to the HDD for longer storage - dropping older data packets as time progresses.) This would not be a tough thing to do to be honest. The ingenious part is simply thinking of doing it in the first place, and working with the graphic processor developer to incorporate that and make it exclusive to you. I should do a patent search on this as I'm sure there's one out there, but I'm too lazy.
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