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  1. #1
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    Digital Foundry: Killzone Shadow Fall demo used 3GB of RAM & FXAA


    https://twitter.com/digitalfoundry/s...97605444468736

    Proves that all devs thought ps4 would get 4GB RAM. Now lets see what they do with 4GB more
    Last edited by Itachi; 05-14-2013 at 22:30.

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    Can we also deduce that the left over gig could have been possibly reserved for the OS and other features?
    You can't be serious with the 30 megabyte signature... ~ Staff

    Maths is biased! It keeps telling me the PS4 is 50% more powerful than XboxOne!
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    This is some very welcome news.

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    Is that 3GB just for graphics? and there is another 1 or 2 more for the game?
    Or
    3GB total RAM usage?

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    Quote Originally Posted by victorijapoosp View Post
    Can we also deduce that the left over gig could have been possibly reserved for the OS and other features?
    It said 3GB was used for 'graphics'. I'm assuming that doesn't include sound?

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    I'm sure they'll optimise the memory usage as they move along the generation. BUt good to know that they have wiggle room until they learn the intricacies of doing so.
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    lets hope they do an article or atleast update the one they did on killzone sf.


    this vagueness is just not fair :'(
    You can't be serious with the 30 megabyte signature... ~ Staff

    Maths is biased! It keeps telling me the PS4 is 50% more powerful than XboxOne!
    Great song, should have more views :'(

    SHIMAASAAAANIIII!!!!!
    http://i.imgur.com/bP50xuM.png

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    It means the sequel will be that much more mind-blowing. I can't wait to see more at e3(hopefully showing off the potential of how fun it can be while playing as a shadow marshal)

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    Super excited for the PS4, and that excitement grows every day lol.




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    Day one purchase.

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    Quote Originally Posted by keefy View Post
    Is that 3GB just for graphics? and there is another 1 or 2 more for the game?
    Or
    3GB total RAM usage?
    This is total RAM usage I assume, because we know that ps4 for the longest time, only had 4GB total RAM. The game used 3, and 1gig was left for OS. Devs were making games with 4GB in mind (even first parties)

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    Quote Originally Posted by itachi73378 View Post
    This is total RAM usage I assume, because we know that ps4 for the longest time, only had 4GB total RAM. The game used 3, and 1gig was left for OS. Devs were making games with 4GB in mind (even first parties)

    Either way there is still plenty of RAM left over.

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    Why use FXAA though? Isn't MLAA pretty efficient on modern graphics cards? And Sony studio's have a history of using MLAA

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    FXAA is less demanding.

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    Quote Originally Posted by Cyn View Post
    Why use FXAA though? Isn't MLAA pretty efficient on modern graphics cards? And Sony studio's have a history of using MLAA
    I may be wrong about this but FXAA is MUCH more popular in gaming community because of its almost zero resource demand and there have been more work done on it (high quality FXAA implementations being applied that reduce blurring of textures compared to old versions etc)

  16. #16
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    If a very small demo used 3gb what is the full game going to use??

  17. #17
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    Quote Originally Posted by Flaw3d Genius View Post
    If a very small demo used 3gb what is the full game going to use??
    Games don't work that way. A 5 minute demo can take up all the RAM a console has

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    Quote Originally Posted by keefy View Post
    FXAA is less demanding.
    Yeah but this is next gen.. Shadow Fall looks excellent graphically sure but if the first lot of AAA games can't use MLAA, let alone multi-sampling AA, that doesn't bode too well.

  19. #19
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    Quote Originally Posted by Cyn View Post
    Yeah but this is next gen.. Shadow Fall looks excellent graphically sure but if the first lot of AAA games can't use MLAA, let alone multi-sampling AA, that doesn't bode too well.
    MSAA is dead. It is not efficient AT ALL, it can't be used by new deferred rendering engines (and Killzone games use deferred rendering iirc) and quite frankly I find it very annoying when someone thinks just because something uses MSAA, it will look better (TXAA or SMAA are good alternatives) because I find post processing AA is the future. I welcome next gen with all games using FXAA





    benchamrks for COD:BOII
    Last edited by Itachi; 05-14-2013 at 23:09.

  20. #20
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    Quote Originally Posted by Cyn View Post
    Yeah but this is next gen.. Shadow Fall looks excellent graphically sure but if the first lot of AAA games can't use MLAA, let alone multi-sampling AA, that doesn't bode too well.
    MLAA has its own problems though. it literally searches out every hard edge. so subtitles, HUD, textures. the entire scene gets done with MLAA (iirc)

    I think Saboteur had this problem with its implementation of MLAA

    MSAA is dead, i can't see why anyone would want to use it. SSAA is best but uber demanding...

    so FXAA is the happy medium
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    Quote Originally Posted by Fijiandoce View Post
    MLAA has its own problems though. it literally searches out every hard edge. so subtitles, HUD, textures. the entire scene gets done with MLAA (iirc)

    I think Saboteur had this problem with its implementation of MLAA

    MSAA is dead, i can't see why anyone would want to use it. SSAA is best but uber demanding...

    so FXAA is the happy medium
    Indeed, MLAA applies to all t hings with edges even texts.
    Notice how the text its odd looking in the second picture.

    Normal




    MLAA



  22. #22
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    Some more info:







    Source: http://www.guerrilla-games.com/prese...Postmortem.pdf


    Looking like it was closer to 4.5GB of memory being used all things said and done unless I'm reading that wrong. If I'm right, this means they had access to more memory than available in the 4GB dev kits.. This doesn't include the OS resources being taken up either.
    Last edited by Vulgotha; 05-14-2013 at 23:44.


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  24. #23
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    hmm curious

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    Guys at B3D speculate Guerilla was basically given the devkits pretty shortly before the demo so they just expanded some of their buffers and called it a day.

    Edit: this figure could be a bit more obscure depending on their definition of memory map so it seems.. Could be that it was indeed only using 4GB devkits but they were including all streamed assets from the HDD or w\e.
    Last edited by Vulgotha; 05-15-2013 at 00:09.


  26. #25
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    The presentation pdf was a really good read
    some interesting images







    Comapring polygon and textures
    left: shadow fall
    right: KZ3

    Last edited by Itachi; 05-15-2013 at 00:27.

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