I am not really familiar with the PS3. Modern game consoles that assume a broadband connection are not very useful for someone like me still restricted to 40kbit dialup at home.
However, if the PS3 is capped at 256 megs of system memory then you are almost certainly going to have to do something about the client's VFS asset cache -- like get rid of it and store all assets as individual files direct on disk, as is done with the relatively new texture cache system. The VFS is a severe memory hog that is most likely permanently killing your memory performance due to virtual memory disk swapping, and there is nothing you can do about it as designed, short of making the VFS cache allocation so small that it might as well be disabled completely. The VFS asset cache is fully memory resident at all times. The two "index.db2.x.*" and "data.db2.x.*" VFS files on disk are only accessed during client startup to load it into RAM, and then one time at client shutdown to dump the VFS cache data back to disk. In llappviewer.cpp, the "vfs_size" is defined as 20% of whatever the total client cache setting is, so for a 500 meg client cache it is permanently burning up 100 meg of your extremely limited system memory. With only 256 meg of system RAM, no doubt the whole VFS is swapped out all the time, and every moment the client does something with assets, the system must swap the VFS to get the data. (Why not just store assets direct on disk, since it is mostly likely already accessing the disk for every VFS operation anyway?) Aside from the 3D rendering issues, this could be another part of your performance problems. The system could probably manage its limited memory much more effectively if assets were saved as individual tiny files in disk-based cache folders. (The constantly increasing amounts of RAM in desktop machines appears to allow the existing memory-hogging design of the VFS to be overlooked and ignored, but this isn't going to work for memory-restricted console and mobile applications.) - Scalar Tardis / Dale Mahalko On Wed, Jan 21, 2009 at 5:26 AM, Kajikawa Jeremy <[email protected]>wrote: > I agree... the only way would be for an independent to actually write > a specific application for the platform using the Official SDK and dont > bother with the Linux wrapper (256MB is already a squeeze) > and that the PS3 itself has such a memory limit makes things quite > difficult > unless the SDK provides support for OpenGL along with other materials, > >
_______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
