this post was submitted on 09 Nov 2023
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[–] FollowingFeisty5321@alien.top 1 points 2 years ago (3 children)

The amazing thing is 8GB might not even be enough for the iPhone anymore, the stuttering and frame spikes in Resident Evil could easily be caused by not having enough RAM and having to shuffle art assets between storage and memory.

On the other hand, it's a hard game to actually recommend playing on an iPhone. Performance is compromised with frequent frame-time spikes and punctuated occasionally by severe bouts of stutter.

https://www.eurogamer.net/digitalfoundry-2023-full-fat-resident-evil-village-on-iphone-is-a-captivating-tech-demo-but-hard-to-recommend-playing

[–] Seraphic_Wings@alien.top 1 points 2 years ago

If this is how the iPhone handle Village, RE4 on the other hand is going to be a slaughter for the Pro iPhones lmao

[–] Mhugs05@alien.top 1 points 2 years ago

It has more implications for the 8gb MacBooks, minis, and iPads. If their pedaling gaming, 8gb of system memory is not enough for AAA games.

[–] rorschach200@alien.top 1 points 2 years ago

could easily be caused by not having enough RAM and having to shuffle art assets between storage and memory

In iOS there is no swap:

In iOS, there is no backing store and so pages are are never paged out to disk, but read-only pages are still be paged in from disk as needed.

(https://developer.apple.com/library/archive/documentation/Performance/Conceptual/ManagingMemory/Articles/AboutMemory.html )

Which counterintuitively actually makes it more RAM capacity demanding than macOS. macOS's 2-stage swapping with compression (and absurdly fast NVME) is in fact quite good, iOS has to fit in RAM and RAM only.