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Here is a video of the talk: http://www.dualshockers.com/2014/03/...our-long-talk/
First of all, Gregory explained that while 8 gigabytes of ram seem like a lot, only five are allocated to games, and they can be filled up quite easily:
Even in the PlayStation 4 you have 5 gigs, which seems like a lot but you’ll be amazed by how quickly it fills up.
Memory fragmentation is one of the worst enemies, because it causes a game to run out of memory a lot faster than it normally would. Naughty Dog solves that by custom-tailoring memory allocators to match the software’s allocation patterns.
The studio also uses explicit memory maps in their engine, that tells at any given time where the memory is being used and what kind of memory it is.
More at the link.
There are 8 CPU cores, that are “higher quality more powerful processors than what you have on the main CPU of the PS3,” and they’re organized into two clusters.
Gregory also explains that the GPU is “more powerful than it’s necessary to render graphics at 1080p at 60 hz” and that the idea of the designers of the PS4 was to give extra GPU resources because it’s “incredibly good at doing massive amounts of parallel processing” and they envisioned that game designers are going to take advance of that processing to do physics, cloth simulation, and fluids and more on the GPU.
With the PS3 Naughty Dog developed in conjunction with Sony’s ICE team a “Job system” to use the multi core CPU system, and a similar one has been created for the PS4.