Why Does Ram Not Scale Up With System Availability?

Discussion in 'TSW General Discussion' started by chieflongshin, Nov 26, 2021.

  1. chieflongshin

    chieflongshin Well-Known Member

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    I have a question/suggestion/curiosity if I may.

    in regards to RAM with everything on ultra I think the maximum I see used is 17gb so for own individual machine there’s a decent overhead. I’m not sure if I’m being a Luddite but if Ram usage could be selected or upscaled to have more loaded ready would this cut some of the FPS issues we see?
     
  2. Dinosbacsi

    Dinosbacsi Well-Known Member

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    If you have FPS issues caused by your GPU, then simply loading more things into the RAM won't help anything.
     
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  3. ARuscoe

    ARuscoe Well-Known Member

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    It depends on where the bottleneck is...
    If the system isn't getting the information to load quick enough from the hard disk then the amount of information fed into RAM wouldn't keep up either
    If the information is there, but the processor isn't working quick enough (or optimised) then even if it was loaded into RAM it wouldn't be worked on quick enough to get it out again to your GPU
    If the GPU is being slammed then this would also slow things down, so faster or more RAM wouldn't matter

    In other words there are four or five points (if you include all the motherboard connections between the various devices) which can slow a machine down, all of which would cause reduced output in the form of low DPS

    In TSWs case it seems that very little is optimized, so there could be issues at each and every stage, with too much info remaining in memory generally (hence the recent DLC issue on PS5s where Matt said that all DLC remain mounted at all times), assets in game taking up memory unnecessarily (ie 3rd rails having collision assigned, or out of scope scenery assets having "fall thru" added, both of which take up memory and processing when they don't need to), and optimization of CPU and GPU are both a bit sketchy.
     

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