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by jo909 3360 days ago
Sorry I might not understand what you are saying.

You're in the game and look at a house, then you turn around an look at a tree, so you need the geometry and texture of the tree, but no longer of the house. Then you look down and a chicken walks into frame, so you now need that, you kill the chicken and suddenly need the dying chicken animation etc.

Almost never you need all data for a single frame. That would be way too much work for the render pipeline anyway.

1 comments

He is saying a video game running at 60 Hz has approx 16 ms per frame. 550 GB/s * 16 ms ~ 9 GB. So if you are running full bandwidth for an entire frame you can access 9 GB of RAM.
What the responder was getting at is that despite being able to access only 9GB per frame, it may still be useful to keep more than 9GB of data in there for other purposes, say if you have data that isn't being read/written every frame but is still used for rendering. So it doesn't necessarily follow that memory beyond that which can be addressed per frame is useless.