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It blew my mind to hear that the Xbox ran on 64mb of RAM.



An interesting quirk was that retail units used the same motherboard as the devkits with 128mb of RAM, so you could DIY your own 128mb Xbox

https://quade.co/2018/xbox-128mb-ram-upgrade/

Regular Xbox games don't benefit of course, but it becomes possible to play arcade games based on the Sega Chihiro platform (an Xbox derivative with 128mb RAM)


PlayStation 2 had 32MB of RAM, and GameCube had 24MB.

64MB was small compared to contemporary PCs, but it was a powerhouse among the major console competitors.


As I said in another comment, those numbers are a bit off. The PS2 had 36 MB of RAM (32 main, 4 graphics), and the Gamecube had 43 MB (24 main, 16 audio, 3 graphics). In any case, much less than the Xbox.


That blew my mind as well. I remember it looking so good.

Xbox - 64mb

Xbox 360 - 512mb

Xbox One - 8 GB (later 12 GB)

Xbox Series X - 16 GB

This last one also surprises me, was expecting at least 32GB


At least in the PS5, the ultra-fast SSD and some technology around it are supposed to drastically reduce the need to keep things in RAM in case they are needed quickly later. There's a talk about that and other PS5 innovations by Mark Czerny. It's a very high quality talk.


> Xbox Series X - 16 GB

> This last one also surprises me, was expecting at least 32GB

Well the GPU is comparable to 8GB models, so I can see why 16GB would work fine. You don't need that much space for game state.

Though looking into the Series X more, they sure set up the ram weirdly. There are 4 1GB memory chips and 6 2GB chips. This gives it 10GB of very fast memory, and 6GB of somewhat fast memory. The operating system reserves 2.5GB of the somewhat fast memory, and games get 13.5GB

The 'natural' setup would be 20GB, and they didn't even go that high, so they must be plenty confident that 32GB is well beyond what they need.


While I have no insider knowledge here, weird memory architectures like that are often a cost measure. The XBox 360 had a small block of super-fast memory alongside its huge block of slower memory (the super-fast memory was used for framebuffers, among other things) and there have been occasional PC video card releases that had weird tiered memory architectures as well - I believe NVIDIA released at least one card where part of its VRAM had certain limitations.


> While I have no insider knowledge here, weird memory architectures like that are often a cost measure.

It depends on what you're comparing to. It costs more than having 8x2GB, but costs less than 10x2GB.

> I believe NVIDIA released at least one card where part of its VRAM had certain limitations.

Well there was the fiasco that was the GTX 970, because one chunk of memory was one seventh as fast as the rest. Plus a couple other quirky models. This move should be much easier to deal with, and making developers deal with it is the kind of thing a console can do much more easily than PC hardware.


I think the theory with the current gen is that devs get a lot more out a mere doubling because of all the improvements to SSD streaming.

Like, it's 16gb, but it's 16gb that only has to cover the next few seconds of gameplay, not the next 30 seconds.


16GB of GDDR6 is pretty expensive - moving to 32GB for a 2020 device would be cost prohibitive on already expensive devices


I suspect the budget went mostly into having 1 TB of NVMe storage; still shipping with spinning disks had become the big bottleneck on the One/PS4.


Modern games on PC don't even use 10GB.


Well, remember that consoles use unified memory. A modern high end PC game can easily use 5GB of VRAM + 8GB of RAM.




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