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Search - "64mb ram"
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So recently I had an argument with gamers on memory required in a graphics card. The guy suggested 8GB model of.. idk I forgot the model of GPU already, some Nvidia crap.
I argued on that, well why does memory size matter so much? I know that it takes bandwidth to generate and store a frame, and I know how much size and bandwidth that is. It's a fairly simple calculation - you take your horizontal and vertical resolution (e.g. 2560x1080 which I'll go with for the rest of the rant) times the amount of subpixels (so red, green and blue) times the amount of bit depth (i.e. the amount of values you can set the subpixel/color brightness to, usually 8 bits i.e. 0-255).
The calculation would thus look like this.
2560*1080*3*8 = the resulting size in bits. You can omit the last 8 to get the size in bytes, but only for an 8-bit display.
The resulting number you get is exactly 8100 KiB or roughly 8MB to store a frame. There is no more to storing a frame than that. Your GPU renders the frame (might need some memory for that but not 1000x the amount of the frame itself, that's ridiculous), stores it into a memory area known as a framebuffer, for the display to eventually actually take it to put it on the screen.
Assuming that the refresh rate for the display is 60Hz, and that you didn't overbuild your graphics card to display a bazillion lost frames for that, you need to display 60 frames a second at 8MB each. Now that is significant. You need 8x60MB/s for that, which is 480MB/s. For higher framerate (that's hopefully coupled with a display capable of driving that) you need higher bandwidth, and for higher resolution and/or higher bit depth, you'd need more memory to fit your frame. But it's not a lot, certainly not 8GB of video memory.
Question time for gamers: suppose you run your fancy game from an iGPU in a laptop or whatever, with 8GB of memory in that system you're resorting to running off the filthy iGPU from. Are you actually using all that shared general-purpose RAM for frames and "there's more to it" juicy game data? Where does the rest of the operating system's memory fit in such a case? Ahhh.. yeah it doesn't. The iGPU magically doesn't use all that 8GB memory you've just told me that the dGPU totally needs.
I compared it to displaying regular frames, yes. After all that's what a game mostly is, a lot of potentially rapidly changing frames. I took the entire bandwidth and size of any unique frame into account, whereas the display of regular system tasks *could* potentially get away with less, since most of the frame is unchanging most of the time. I did not make that assumption. And rapidly changing frames is also why the bitrate on e.g. screen recordings matters so much. Lower bitrate means that you will be compromising quality in rapidly changing scenes. I've been bit by that before. For those cases it's better to have a huge source file recorded at a bitrate that allows for all these rapidly changing frames, then reduce the final size in post-processing.
I've even proven that driving a 2560x1080 display doesn't take oodles of memory because I actually set the timings for such a display in order for a Raspberry Pi to be able to drive it at that resolution. Conveniently the memory split for the overall system and the GPU respectively is also tunable, and the total shared memory is a relatively meager 1GB. I used to set it at 256MB because just like the aforementioned gamers, I thought that a display would require that much memory. After running into issues that were driver-related (seems like the VideoCore driver in Raspbian buster is kinda fuckulated atm, while it works fine in stretch) I ended up tweaking that a bit, to see what ended up working. 64MB memory to drive a 2560x1080 display? You got it! Because a single frame is only 8MB in size, and 64MB of video memory can easily fit that and a few spares just in case.
I must've sucked all that data out of my ass though, I've only seen people build GPU's out of discrete components and went down to the realms of manually setting display timings.
Interesting build log / documentary style video on building a GPU on your own: https://youtube.com/watch/...
Have fun!21 -
When thinking back to my first pc im like how da fuck did i survive using dat crap I must've been a very patient guy 10gb hdd, 64mb ram, 700mhz cpu (if dats da correct way to write megahertz) and to top it off 56kb/s dialup internet4
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How do you organize your downloads folder?
Personally, I make a new folder with some name(altough the name actually being useful is rare) and just select all of my files and dump them there. Finding a file sucks so much though, I can never remember their names so I just look through the folders at the icons and hope I find the file I'm looking for. This mess that is my downloads folder led to looking 5 times in a folder to find a file.
My DOS VM is more organized than that...
Speaking of DOS managing memory in that is hell. I've never had memmaker detect 64MB of RAM, giving the VM 96MB of RAM made it detect 2 more MB or something.5 -
Damn you LEGO, you get more than 450€ for this shit, but it's as fast as the brick it is. Surely, even back in 2013 you could've dome better than bloody 300Mhz and 64MB RAM?! This is the bloody hello world project and it takes you an hour to create it? And you also want like ten minutes to start maven in the first place?4
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Read about first Android Go device launch will happen lately this month.
Read about restrictions for Android Go section in Google Play.
" - RAM usage less than 50Mb"
With removed Google Maps (they decided to replace with something lighter later) and without stripping functionality app barely fits 64Mb.
With Google Maps it takes 150-200Mb.
Gave up.
Today found Google Maps Go apk.
It's fucking PWA wrapped in apk.
Fucking awesome.
Poll: Go in Android Go stands for...
- Go fuck yourself
- Go learning web development
- Go writing 100 shitapps per second, all with one button