If they wanted to "add something that they can't turn off" youre talking about "RAM for CPU" from that 12.5GB pool which they can just use more of. For VRAM there is plenty they can add which uses more than that "9GB VRAM" on PS5 and you can easily 'turn off' for it. Higher quality textures for one.
What is this?
The question I was asked if developers will maximize the use of 30GB. My point was that the need to support PS5's frame buffer would constrain them (alongside multiple other platforms).
9GB VRAM is not the high end of what can be allocated for only GPU but lets assume it absolutely was.
It is.
Why even mention PS5s upper VRAM usage when answering a question about the PS6?
Because it's relevant information. I have already explained in detail why I use this convention repeatedly.
You had posted an image of BG3 using 4.7GB "Top RAM" separated from "Top VRAM"
If you don't understand what I posted don't comment on it. The same Developer commented first image is system RAM And second image is VRAM. 5.3 GB was their series S's system use before "optimization".
how does that answer the question of PS6 "using its memory to its fullest extent"? You can easily scale settings to use more VRAM.
There are limits to this. Can 3GB VRAM play PC games? No, because not everything can be scaled down and the resources for supporting different configs are limited.
The point of my answer is that VRAM usage can always be trivially bloated up. But when it's built to meaningfully use a large quantity of memory, it's not always possible to shrink it down considerably without sacrificing a lot of performance. Imagine a game that uses LLMs for dynamic NPCs. PS5 would not be able to spare GBs for NPCs. So developers have to write replacement lines for PS5.
Nah, they will just build for PS5 and then uncompress audio / textures for PS6. Maybe PS6 gets PC's path tracing too.
This scenario is why I expect developers to build for PS5 / low end PC targets and then add modular easy to disable features like PT to PS6 and high end PC. Rather than build games that truly depend on an absurd memory buffer.
this. If you wanted to say PS6 memory will be underutilised due to installbase of PS5/PC how does that prevent easily utilising the VRAM for higher settings in both higher end PCs and PS6?
They are underutilized. Duh. Why do you keep asking me things when the issue is your knowledge or understanding?
How many PC games do you think can't be absolutely maxed at 16GB?
Developers don't care about >16GB PC currently. It's like less than 5% of PC's user base. Some game might allocate over 16GB but none would have issues with 16GBs.
I've never heard people call these differences (like 15% lower clock) "Slower at frontend"
It's not just because it's running 15% slower clock that it's a slower front end. It's because it has the same size front end (geometry engines, ROPs, etc) as PS5 but running it at a 15% lower clock.
They added more CU's without adding another Shader Engine. They just stuffed the extra CUs into the existing shader engines.
I've never heard people call these differences (like 15% lower clock) "Slower at frontend" but hey what do I know, maybe in your circles that's a colloquial or even somehow formal term. You seem to be constantly spitting out pretty random information at me though when my question is not related to that info.
That's what it's called. Sorry to break it to you. You literally asked me specifically to explain it. Then when I explained it in detail you don't get it, complain you don't know the term and call it random info. Why are you commenting if you have nothing to say?
I am done here. My quota for addressing nuance trolling is filled. I have responded in as much detail and in as good faith as possible. Have a nice day.