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>> I disagree that the amount
>> of CPU RAM has any significant influence on the graphics possible.
>
> And I explained you why it does:
Your explanation is making incorrect assumptions (you seem to have
ignored my explanation), I'll try once more...
> Even if the GPU has its own dedicated RAM,
> you can't put the entire scene in it, especially with humongous open sandbox
> games. You have to be selective about what you send the GPU to render. The
> CPU makes the decision on what to render and with what LOD level. And it
> obviously makes this decision based on what it as on its own RAM.
>
> The more RAM you have, the more and higher-definition scene data you can
> have at a time to tell the GPU to render.
You would be correct if data could be transferred between CPU RAM and
GPU RAM much faster, but this isn't the case. During a game it would
take several seconds to replace the GPU RAM completely, and in that time
you can probably load the data from the HD rather than having to keep it
in CPU RAM. In typical games you don't need to replace the entire GPU
RAM anywhere near as often as that (in fact it would be a really bad
game engine design to do so), so it's even less of an issue. That's why
it's possible for such games to run on a PS3 with a "puny" 256MB of CPU RAM.
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