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7/23/2025, 8:53:54 AM
>>532346775
>>532348019
Well in short both PCs and consoles are affected by memory fragmentation. However consoles are much more sensitive to this since they have fixed memory which requires a lot more planning and optimization, whereas PCs can rely on virtual memory and custom memory allocation.
Longer explanation of this issue is quite interesting if you look at the memory as a parking lot - cars (representing data like images, sounds, or game levels) park in spaces (memory). When a game runs, it parks and "un-parks" cars all the time. At first, it’s easy - there are lots of empty spots side by side. But as time goes on, small gaps start to appear:a tiny car leaves here,a truck leaves over there,a couple motorcycles pull out from the middle. Now, even though there are plenty of empty spaces, they’re all scattered. If a big truck (a large chunk of data) needs to park, it might not fit anywhere - even though enough space technically exists.
With PCs, they have valet-style parking: The system can shuffle cars around behind the scenes, so if space gets tight, it can move some cars into a side garage (the hard drive). It can even pretend cars are in one long row, even if they’re parked all over. Basically the PC hides the mess, and the game keeps working fine - even if the parking lot looks chaotic underneath.
Consoles on the other hand are like a small, strict parking lot: No valet nor side garage, there's no moving cars once they’re parked. So when the lot gets messy, and a big truck needs to park, it might not fit - even though there are enough open spots overall. That’s fragmentation causing problems, and consoles can’t just cover it up like PCs can.
Memes and animosities aside, being closed systems consoles will always fall behind PCs, but a competent dev could plan things out and circumvent some of those limitations and make the game much smoother. It's not completely impossible, but you have to want to do it.
>>532348019
Well in short both PCs and consoles are affected by memory fragmentation. However consoles are much more sensitive to this since they have fixed memory which requires a lot more planning and optimization, whereas PCs can rely on virtual memory and custom memory allocation.
Longer explanation of this issue is quite interesting if you look at the memory as a parking lot - cars (representing data like images, sounds, or game levels) park in spaces (memory). When a game runs, it parks and "un-parks" cars all the time. At first, it’s easy - there are lots of empty spots side by side. But as time goes on, small gaps start to appear:a tiny car leaves here,a truck leaves over there,a couple motorcycles pull out from the middle. Now, even though there are plenty of empty spaces, they’re all scattered. If a big truck (a large chunk of data) needs to park, it might not fit anywhere - even though enough space technically exists.
With PCs, they have valet-style parking: The system can shuffle cars around behind the scenes, so if space gets tight, it can move some cars into a side garage (the hard drive). It can even pretend cars are in one long row, even if they’re parked all over. Basically the PC hides the mess, and the game keeps working fine - even if the parking lot looks chaotic underneath.
Consoles on the other hand are like a small, strict parking lot: No valet nor side garage, there's no moving cars once they’re parked. So when the lot gets messy, and a big truck needs to park, it might not fit - even though there are enough open spots overall. That’s fragmentation causing problems, and consoles can’t just cover it up like PCs can.
Memes and animosities aside, being closed systems consoles will always fall behind PCs, but a competent dev could plan things out and circumvent some of those limitations and make the game much smoother. It's not completely impossible, but you have to want to do it.
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