The release of the 1.60 firmware six weeks ago was recently followed by the release to developers of the corresponding 1.60 SDK. The SDKs always come out a few days after the firmware so that Sony can iron out any bugs, issues and complete the documentation for the new and changed features.

Ozymandias recently did an comparison between the 360 and the PS3, and their memory footprints. Some of the numbers used for the PS3 are slightly out of date, and thanks to this release, we have obtained access to the latest memory footprint of the various key system utilities.

First, the base memory footprint of the PS3 OS in main memory has been reduced from 56 MB to 52 MB. These values will lead to some confusion, as we’ve previously reported that the memory footprint was 64 MB. 8MB of memory was given back to developers sometime before Christmas, and now a further 4 MB has been returned. Currently, as of SDK 1.60, the PS3 operating system takes up 52 MB of main memory and 32 MB of graphics memory (84 MB total). As a comparison, the Xbox 360 still only uses 32 MB of shared memory for all its system utilities.

We have also learned that processing-wise, games are expected to maintain at least 30 frames per second, regardless of how much CPU time is used by the OS. Specifically, there is a Sony technical requirement that states that titles cannot rely on the CPU processing speed. There is no explicit ceiling set on how much processing time the OS can use through its higher priority threads. Of course, Sony will make sure whatever is performed in the background will have very minimal impact on processing time, but the lack of an explicit cap concerns us.

Finally, we present a breakdown of the memory requirements for various key system utilities. In order to make use of them, developers must allocate the specified memory amounts to the OS. These allocations are done in the form of Memory Containers:

  • As of SDK 1.60, developers can use standard PS3 message dialogs at no extra cost. The standard on-screen keyboard still requires 7MB of memory.
  • Developers can now choose to support the Remote Play functionality (which allows players to play their PS3 titles on their local wireless LAN using their PSP. Remote Play requires 8MB of memory to be allocated to it.
  • The various utilities providing saving, loading, and reading off the hard disk now require no more than 5MB of memory to be used.
  • 8MB of memory is required for the online startup utility. This includes both supporting online play, and is a requirement for any of the other Network Platform (NP) utilities. There are several NP utilities, but we will only address the most important one next.
  • Full support of the NP Friend List utility is currently a staggering 24MB of extra memory (on top of the 8MB needed for the startup). This utility provides the support of the NP friend’s list, allowing players to add, remove, block and communicate with their friends along with the corresponding GUI interface. The extraneous demand on memory has been met with with concern from developers. Since this is just the first iteration of the utility, Sony has vowed to reduce the memory impact of the utility to something more manageable (20MB is the rumored target for the next major release expected in late May – early June).
  • Video chat (supporting up to 6 concurrent users) requires 26MB of memory, while voice chat (supporting up to 12 users) requires 8MB. The utility allowing for in-game microphone configuration is also 8MB.
  • Finally, developers can choose to support an integrated web browser. The memory cost for a web browser can vary from around 40MB to 90MB+, depending on the web sites being browsed, and the number of windows and tabs used.

We won’t rehash the same argument we have made previously that developers could have benefited from some of these features earlier on, or that functionality such as friends list should not cost developers extra memory. Sony has chosen to go down the route of Memory Containers, using that flexibility to continuously expand their feature list, without forcing all developers to use the same features.

Sony is making every effort to both provide new functionality and dampen the impact on memory. Some of the features being provided (such as the integrated web browser) are unique to the console. However, the friend’s list still represents a hefty investment in memory for now, and we hope that Sony can continue to make every effort to make such core features less of an impact on memory for developers. After all, integrating with the Network Platform is something Sony should encourage in every game. This would go a long way in addressing the lack of consistency in the online experience across the various titles currently available.

Share and Enjoy:These icons link to social bookmarking sites where readers can share and discover new web pages.
  • del.icio.us
  • devbump
  • digg
  • Furl
  • Reddit

21 Responses to “PS3 Memory Footprint”

These are truly huge figures… 7 MB for a virtual keyboard? This is vector stuff, 700 kb would already be pushing it. Same for the rest…
Just for curiosity’s sake, how are these modules implemented? Do they involve a self-contained JVM each or something similar that would explain the enormous size?

The keyboard functionality has built-in predictive text (dictionary included).

I know about the predictive text ability, but this is a rather mature technology nowadays, it exists on cellphones and PDAs and the requirements rarely go above a few hundred kilobytes. They’ll reach the megabytes when accounting for the dictionary collection, but AFAICT the PS3 text entry only works with one language active at a time, and most of the dictionary and font data could remain on the HD anyway.

Apart from a JVM, another explanation for the 7MB would be if it included something like a full-screen buffer for the keyboard overlay. If so, I would suspect that’s where most of the 8MB of the microphone configuration utility also come from.

[…] [source: innerbits] […]

[…] From innerbits.com:[QUOTE]First, the base memory footprint of the PS3 OS in main memory has been reduced from 56 MB to 52 MB. These values will lead to some confusion, as we’ve previously reported that the memory footprint was 64 MB. 8MB of memory was given back to developers sometime before Christmas, and now a further 4 MB has been returned. Currently, as of SDK 1.60, the PS3 operating system takes up 52 MB of main memory and 32 MB of graphics memory (84 MB total). As a comparison, the Xbox 360 still only uses 32 MB of shared memory for all its system utilities. […]

Are you absolutely sure of this rumours? I remember your prediction about background downloading in firmware 1.60, and it turned to be simply untrue… And you are using a link to a blog (Ozymandias) that is certainly biased in favour of MS.

Though I think that some of these are true, some of these info are plain untrue or incomplete.

Excuse me, but I sense the smell of FUD being spread here…

I’ve actually interviewed C/C++ developers from Sony (offshore developers brought to Tokyo by Sony and looking to transfer to a higher-paid permanent position elsewhere), and I can truly say they were, by far, the worst programmers I have ever interviewed. It was quite a shock to encounter such a level of technical incompetence from people apparently working on key Sony products. I truly hope they were not representative of Sony development staff. But if they were a fair representaion of the quality of programmers employed by Sony, I can understand why the PS3 OS and related utils are far from optimal.

rulla: We understand your concern.

On background downloading: There was a high-level Sony meeting discussing the roadmap for the network platform in early February. We obtained access to a summary of that meeting a few weeks later, and we posted our prediction at the end of February. We did not try to guess how the background downloading would work, we just reported exactly what was in the meeting’s summary. SCEI were clearly concerned about taking up system resources to do background downloading in-game and its impact on gameplay, and it was not something they were going include at first.

Either they changed their minds after that meeting due to the developer feedback they received (most likely), or after we reported on it (less likely), or they had always planned it this way (least likely). Either way, it was our responsibility to bring it out in the open. We have no intention of posting lies, or spreading false rumors. We are convinced that background downloading was originally only going to work in the context of the XMB.

We are happy that when 1.60 came out, background downloading was working as users expected. We even posted a new article addressing this, and updated the original article to reflect the change. And we applaud Sony for implementing it in-game. We’d rather be proven wrong, than have to report on these issues.

On Ozymandias: we are only linking to an ozymandias’ article to show how the 360 memory addresses memory issues in comparison.

These are not rumors. We have confirmed this information with several sources, developers working with Sony hardware. As of SDK 1.60, these memory requirements are correct. The 1.70 SDK has been available for two weeks now, but we have been unable to confirm whether any of the memory requirements have changed. As a general rule, odd-numbered releases are minor updates. We expect any new major changes to accompany the 1.80 release.

We would like to release proof backing up these claims (as well as our previous ones), but we cannot do so without harming the careers of our sources and ourselves. We have no interest spreading any FUD. If you’ve got a specific topic you’re dubious about, please ask, and we will do our best to answer.

On the On-screen Keyboard: We are not exactly sure why the utility takes up so much memory. It does support unicode and a number of languages (including Japanese and traditional Chinese). Still, it shouldn’t use up so much memory, and the same can be said for most of the other utilities. Our only theory on this is that the utilities were not originally implemented with too much concern on memory, and that Sony are now trying to rectify that.

Are these “memory containers” actually allocated pages of RAM, or merely amounts of contiguous address space?

maybe the ps3 os developers should go and take a look at the psp os. I think the psp os is far more evolved than the ps3 os, while using far less system resources. May be they can learn some things from them.

[It was quite a shock to encounter such a level of technical incompetence from people apparently working on key Sony products]

Probably the reason why they’re “looking for a job elsewhere” ;)

There’s only a few companies that truly endeavor to hire _smart_ people for the key positions, one of them is Microsoft. Also the problem is that in many companies, the mid-level managers who generally hire can’t tell a good developer from a bad one so they end up hiring nincompoops.

I’ve been training people and talked in seminars about software testing and it really depresses me what kind of totally computer/software illiterate people work in the industry these days.

Thank you for the clarification… Consider the FUD statement as a judgment too early then, apologies… Innerbits may be the only source disclosing this kind of knowledge, and this brings in some responsibility. I am waiting for a likely analysis for the 360 OS, too… And also on hardware specs, GPU and CPU performances…

PS3 to jedno wielkie hujostwo!!!

Great article. Keep putting up the good fight on getting the information out there as needed.

I remember back around April of 2006 when I revealed the initial information at PS3Portal.com concerning the memory usage I received so much hate mail it was inconceivable. At one point the head of the site even took down the article because he was afraid that it would permenantly damage his site’s cred.

I am happy to see that Sony is reducing the base memory footprint overtime, but they still have a lot of work to do.

For the original article (ars’s link is broken as the article was removed), go here.
Thanks,

Anthony Hanses
www.emaglive.com

Jak cie nie sttac to sie nie wypowiadaj durniu!

So, recently I ran an article on my site whose main point was that the PS3 is at a decided memory disadvantage both overall (in amount available) and in the flexibility through which it’s accessible. I caught a wave of heat from some pretty impassioned individuals who tried to claim that not only was I wrong about the PS3, but the 360 was at a disadvantage due to its memory being shared. What’s the resident developer opinion about this? So far, every port we’ve seen for both systems shows marked performance and texture quality degradation on the PS3; is this because of it’s memory constraints, or is there more at work here? I want to be fair in the articles I right and commentary I make.

[…] So I’m not going to post too much opinion here, as I’ve already posted quite a bit in my GTA IV article, but I thought I’d let some people see this, and maybe they can crawl out of my rectum and take a reality check. Currently, as of SDK 1.60, the PS3 operating system takes up 52 MB of main memory and 32 MB of graphics memory (84 MB total). As a comparison, the Xbox 360 still only uses 32 MB of shared memory for all its system utilities. As of SDK 1.60, developers can use standard PS3 message dialogs at no extra cost. The standard on-screen keyboard still requires 7MB of memory. The various utilities providing saving, loading, and reading off the hard disk now require no more than 5MB of memory to be used. […]

[…] Developer blog Innerbits has a great breakdown of the most recent PlayStation 3 Software Development Kit, version 1.60. They provide detailed information on some of the more technical aspects of the PS3’s operating system from a developer’s perspective. The site analyzed the memory cost of the different features of the SDK and detailed the major ones. Here are the most interesting bits: […]

So… how does one get a hold of a PS3 dev kit?

[…] Καλά, καλά, πλάκα κάνω. Αλλά μην αρχίζω πάλι. Η προσπάθεια ν’ αντιγράψουν το Xbox Live τελευταία στιγμή άφησε τα κουσούρια της, ειδικά σε συνδιασμό με το ότι τα 512ΜΒ μνήμης του PS3, σε αντίθεση με αυτά του 360 που μοιράζονται όπως θέλει ο εκάστοτε προγραμματιστής, πηγαίνουν αναγκαστικά τα μισά σε γραφικά και μόνο τα άλλα μισά στον κεντρικό επεξεργαστή. Μετά έχουμε την έλλειψη του rumble, την ηλιθιώδη φθηνή έκδοση των 20GB, το Blu-ray, την άλλη όχι τρομερά πετυχημένη αντιγραφή που είναι το SIXAXIS (όπως θέλει και καλά να το λέμε η μαμά του PLAYSTATION®3 Sony), και τα λοιπά, που πιθανώς θα οδηγήσουν τη Sony να κάνεις επίπονες αλλαγές στην κονσόλα της. […]

Hey Raoul,

Stop being so lazy it’s been a month since your last post…:)

Something to say?