A few months ago, in an ace PR move, Sony’s feature list for its 2.0 firmware update happened to leak out. Before it was retracted, the list had been copied and disseminated widely by avid fans and bloggers alike. One item in the list drew the most attention: “XMB™ (XrossMediaBar) is now accessible during gameplay”. We’ve argued in the past that the memory constraints Sony has already placed on itself and PS3 developers could not conceivably allow for such a feature without major restructuring. Instead of taking our a skeptic stance on this issue, we decided to examine how such a feature could be accomplished. Here’s the current theory we’ve come up with.

As of yet, no major restructuring of the memory management has occurred. Our research indicates that XMB takes up too much memory to fit in reserved OS memory while a game is being played. It is theoretically possible for Sony to rework the XMB so that it is much slimmer in terms of memory usage, in order to make it fit in the reserved memory, but we doubt this will happen. All memory improvements have come incrementally so far. The XMB has too much impact on other components to undergo such an upheaval of its fundamental architecture without severely impacting other areas.

The PS3 currently uses a lot of extra memory in order for developers to use fundamental online features. We argue that the Sony online experience won’t match Microsoft’s Xbox Live until it does so in terms of functionality and ease of use. This means primarily not dropping out of the game in order to do simple things such as messaging your friends.

Most mainstream users are either ignorant of the issues surrounding the memory constraints on the PS3 or simply won’t care. As such, the bad press from the past year will not affect them. Only some of them will compare their experiences with those on an Xbox Live (either because they’re loyal to Sony, don’t have 360 owning friends, or are not hardcore gamers).

Still, it is in Sony’s interest to make the experience as user-friendly and functional as possible. Sony understands this now. Regardless of what the competitors do, Sony needs to grab that online pie, which is only going to continue growing for the next 10-15 years. If they fall too far behind, the publishers will bail and look at other delivery platforms for their online content.

Sony knows this, which is why they are hard at work with Home and the spec list for a future software update was “accidentally” leaked. This was a genius move in terms of PR. Leak it, retract it, don’t comment on it, and let the public speculate and get excited over the possibilities.

We fully believe Sony is dedicated to this effort. The central issue remains how to get developer support despite the required extra cost in memory. The only viable solution would be to force developer support, rather than try to entice it. That ought to have been the approach from the start and can still be done..

As for the memory issues, simply swap it out.

Every PS3 SKU released to this day has a hard drive by default. It is fair to assume that over the PS3’s timeline, it has become a core component of the PS3. Every PS3 has one. You can guarantee a hard drive will be present. So, why not just swap the game’s memory out when the PS3 button is pressed and the XMB is brought up. Swapping out 50-60 MBs of memory should not take long at all. Modern PCs do it all the time.

We don’t have any confirmation that Sony is considering this option, so this is purely speculative. However, our analysis and study of the PS3’s architecture, our discussions with other developers, and the stated goals Sony is trying to achieve all point to this solution. We welcome any discussion on its feasibility. Have we overlooked any major stumbling blocks?

This solution doesn’t address all the potential problems. Sony would have to minimize the latency of popping up the XMB menu, and returning back to the game. They would have to test extensively to make sure they don’t break games (we know for a fact that currently released titles have had new bugs introduced solely through the release of a system software update).

It does however allow Sony to address both the developer and memory constraints. Let’s see how this issue plays out in the next few months.

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12 Responses to “How To Address the Memory Issues on the PS3”

Sony needs to use the fact that every PS3 has a HDD to it’s advantage, there are some really cool things they can accomplish, if they wanted to.

How about a Hibernate feature? Rather than quitting your game and shutting the PS3 down, simply hibernate it, like your PC. All it does it copy all the memory contents to the HDD, and then switch off. When it boots back up, it reverses the process, and refills the memory from the HDD file. Your game will instantly resume where you left off. No boot times to worry about, instant gaming.

This would be a killer feature, that even the 360 would not be copy, due to lack of standard HDD.

Mark, I would hate to be the one to have to design such a feature. Given how the Cell+RSX works restoring the memory banks, various processor states, *and the SPUs’ local store… I already have a headache thinking about everything that could go wrong. Not everyone uses the system the same way, and I fear you might end up supporting ‘quirks’.

That said I would love to see someone at SCE implement it for the SDK. Having game specific support for it in a later SDK makes more sense from a stability stand point, but it would’ve been a nice bullet point if it was a feature from the start.

Funny enough, in-game XMB was already there 1 year ago. Check out this video

http://playstation-disorder.com/comments.php?blog_id=254&

at around 2:30 the folks press the Playstation button and there you go.

My guess is that 2.00 is in development parallel to the current 1.x trunk with a major rewrite of the core. We’ll see ;-)

yeah its been shown already, but whats keeping them from doing it?

My bet would be that if Sony is going to do this, it is going to be in the SDK. There are too many risks associated with the type of memory swap presented here in a platform where applications were not written with any idea that their data would be yanked out from under them in the middle of operation.

The SDK would probably provide tools to help developers make sure that the data that would be stored in the section of memory that could be swapped could be handled correctly by the rest of the application. With a competent devlopment and design process and staff this should be achievable in the amount of time they have had.

Next question is, do they make support for this mandatory for all future games? Failure to do so would create an environment whereby consumers do not have a unified experience with all newly released titles. Failure to do so could actually cause them more harm in terms of press coverage than good they would initially receive from providing the enhanced functionality.

The in-game xmb demo in that video is unfortunately not real. It’s a concept clip to show what it would eventually be like. That’s not to say that it won’t see the light of day, but it certainly didn’t exist back in August 2006. Sorry to disappoint.

Raoul, what do you mean by “is unfortunately not real” and “conceptual clip”? It looks pretty real to me. Are you saying that this is a complete mookup? Sure, the video has been cut as one can see (there is for instance no startup of the game visible), but it looks like output from a PS3 unit / SDK.

In other words, the ability to access the menu was there at some point. It is of course not clear which features other then “Quit Game” could be used at that point.

So coming back to your point, what is a “conceptual clip” and how is it done?

Some other observation in that video is the ability to select the screen mode for two individual HDMI outputs. That was at a time when it was already clear that the final PS3 only got one of those ports.

Thanks!

Mutsch, I mean either the xmb was manually overlaid over a video of a game being played (and then paused), or it was some prototype demo to show how the xmb would look like and behave in-game.

My point is such functionality has never been available in any of the SDKs pre- and post-launch. Whether it was for memory reasons or something else, who knows.

It doesn’t really matter. Hopefully we’ll get some news on this at TGS this week. It would be nice for someone to officially confirm the 2.0 firmware rumors (and the rumble of course, but we already know that’s coming).

The 2 HDMI thing is interesting btw. It tells me that the xmb being showed off is even older (wasn’t the change to a single HDMI output announced at E3 2006?), which hints at this being earlier concept work.

Some of you forget that a certain amount of memory (~64 MB if I recall correctly) and an SPE is always allocated for OS functions. Under Linux, this acts as a hypervisor to babysit the kernel, but when games are running, this does nothing until you press the PS button, in which time you see the “quit game” / “Power off” menu. Other than that time, that 64MB(?) of XDR and and SPE are just sitting around waiting. Provided that the XMB has a reasonably efficient memory design, from what I’ve seen this is plenty enough to pull off in-game XMB. You may have seen a web browser pop-up in certain games (and folding@home, no exception there as far as I know. 1 SPE + 64MB(?) reserved) , this is most likely the browser running in that memory space on that SPE. If that is true, you’re likely able to render the simple XMB, a web browser, image, or other components over ANY game. There are of course SDK functions involved, as we don’t know what kind of weird mode games go into when you press the PS button now. (many games pause automatically, likely pulling their framerates down as well but nothing is for sure since we cannot see the game when that menu is pulled up at present).

Point being, as far as I am concerned, they have both the computational resources and the memory requirements to do most all basic XMB functions. However, videos or visualizations may be a little hard, even for a multitasking monster like the PS3 : )

Miko, sure we can easily speculate about what the facts are without really knowing them ;-) What it all comes down to is what Sony currently specifies in its TRC (technical requirements checklist) re. the memory usage. What is writen there defines what is possible in the future. What hasn’t been addressed there is really hard to change later on as developers have already build code based on those specs.

What we see right now is Sony fighting to shrink down the memory overhead of what I call the OS here. To me it almost seems like making way for other things to come i.e. in-game XMB.

Your point with the in-game browser or other features like voice chat, etc. is not really the same as in-game XMB. Those are all optional features that are used under control of the app / game and and it is in the responsibility of the app / game to provide the necessary additional memory. In-game XMB on the other side needs to be transparent to apps / games and needs to work under all conditions.

Anyway, what is in-game XMB actually? I definitly doesn’t mean that you should be able to do everything you can do while using XMB normally. Similar to the remote play feature would be limited in what you can do. Mostly it is a synonym for being able to send messages to friends, chat with friends even though the game might not support it, use the music player for custom soundtracks. That’s about it from my point of view.

I am pretty sure that in-game XMB is coming (even Sony officials made some statements already). My guess is that the development of this firmware is already underway since quite some time in parallel to what we know as the current firmware. Let’s just hope it will not take too long. At least they are running out of version numbers. There are only 6 releases left until they will hit 2.00 ;-)

I don’t see how in-game access to your buddy list and MP3s can possibly take enough space to be an issue. It’s a simple list for Christ’s sake. Worst comes to worst, remove the custom icons completely, and the whole list would take under a 10 kilobytes of RAM for 100 users. Messages should be stored on the harddrive anyway. And MP3 playback should only take ~4 MB, you don’t need a whole MP3 loaded into RAM. Stream it.

The XMB list object is already kept in RAM for loading/saving games. I honestly don’t understand the issue.

this is all bullshit.no one knows the ps3 better than sony and if they say that xmb is coming then its coming for sure.wtf does memory have to do with it.xmb is just a list its not like it will take 200mb of ram!!

Something to say?