Street Fighter V Will Be RAM-Heavy, Otherwise Decent

Subject: General Tech | September 23, 2015 - 07:31 AM |
Tagged: street fighter v, pc gaming, consolitis, capcom

For the longest time, game developers have been complaining about 32-bit limits for memory usage but were timid to cut off support for 32-bit OSes. It is one thing to tell users to drop a few extra sticks into their PC, as a handful of gigabytes have been pretty cheap for a while, but this barrier also required an OS upgrade, and many gamers were clinging to XP or fearful of driver problems. The problem has mostly been resolved for PC gamers now, and current consoles have crossed the threshold themselves with 8GB of memory (for Microsoft and Sony).

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This brings us to Street Fighter V. I am not quite sure that a game like this inherently requires so much memory given the relatively few unique objects that fighting games tend to display. It apparently will be though, according to Capcom. Their official specifications claim that the game will not even launch without 6GB of memory installed, and 8GB is appreciated if it is available.

Otherwise, the game requires a dual-core (four thread) Haswell i3 at 3.6 GHz and an NVIDIA GTX 480 or higher. This is relatively high, slightly higher than Battlefield 3 in fact, but not too bad for today's situation. For the record, Capcom recommends a Devil's Canyon i5 with a GTX 960, but they naturally don't say what that corresponds to. They also don't provide AMD or Intel GPU equivalents, but I don't think even Iris Pro is equivalent so that probably just leaves Radeon users doing trial and error. Thankfully, Steam offers refunds just for that kind of thing.

They also want to say that Street Fighter V supports Steamworks. Expected, but nice.

Source: Capcom

September 23, 2015 | 08:44 AM - Posted by renz (not verified)

Could it be because of unreal engine 4? Some people said thar UE4 is quite VRAM hog. In Daylight i remember the game hog almost 2GB of VRAM on my 660s. And that is at 1600x900

September 23, 2015 | 08:57 AM - Posted by Dunia (not verified)

It's a high requirement for RAM not VRAM. But anyway, yes UE4 uses VRAM extensively.

September 23, 2015 | 09:37 AM - Posted by BillDStrong

You can use the Ram in other ways, such as for higher resolution textures, or for caching more of the textures/animation/etc to improve response time, something that could benefit such a game as this.

Unreal will use everything you've got, up to the quality of the assets used. So in the end, are the game developers using it developing for today's systems, or for next years, when they can release the Ultimate Extreme 4K Game of the Century Edition that you know is coming out. At least from Triple AAA titles.

September 23, 2015 | 10:48 AM - Posted by Heavy (not verified)

i'm so happy with this im tired of programs and game being gimped just for legacy support.

September 23, 2015 | 11:20 AM - Posted by ddg4005

As long as my Ivy Bridge 3.4GHz processors can handle this I'm good.

September 23, 2015 | 11:55 AM - Posted by Anonymous (not verified)

"Nintendo joins Khronos vid API standards body"

"Pledges allegiance to the Vulkan"(1)

Vulkan at the surface is Mantle, and Mantle all the way down to the iron core. I just wonder what SOC/APU will be in the new Nintendo console, I'll bet it will have Hardware based asynchronous compute on its GPU.

(1)
http://www.theregister.co.uk/2015/09/23/nintendo_joins_khronos_vid_api_s...

September 23, 2015 | 01:15 PM - Posted by BillDStrong

AMD has stated this year they have a Console Design Win from their custom chips group, in one of their investor meetings.

Nintendo is rumored to announce a new console next year, and is the only one current console that does not use an AMD APU.

You do the math.

September 23, 2015 | 03:29 PM - Posted by Anonymous (not verified)

Already done! And which GPUs by which company already have TRUE IN THE GPU's ->HARDWARE<- based Asynchronous Compute with absolutely NO Green Goblin Gimping of the GPU's Asynchronous compute resources, or NO Green Goblin Gimping of FP resources in their consumer GPU's also.

Those new VR games are going to make use of that Asynchronous Compute GPU Hardware to allow for better VR gaming, and better regular gaming. Vulkan will be running more of the game code on the GPU's Hardware, ditto for DX12!

The math was done on the GPU's TRUE HARDWARE BASED Asynchronous Compute, with no Green Goblin Gimping allowed!

September 23, 2015 | 05:55 PM - Posted by Anonymous (not verified)

It will be interesting if it is an APU with HBM. I don't know if they are quite ready for that yet though; it would certainly not be Zen. That would mean we may get an AMD APU with HBM prior to the release of Zen. The Xbox One and PS4 are already around 2 years old. An updated chip, especially if it is on 16 nm or smaller, could easily outperform existing consoles even if it doesn't have HBM. With HBM, it would probably leave them far behind.

September 25, 2015 | 11:33 AM - Posted by Anonymous (not verified)

Maybe excavator cores, 8 or more, done up with high density libraries like Carrizo except on a 14nm or 16nm process node. Using the high density libraries on Carrizo allowed AMD to get more circuitry on less die space without having to go to a sub 28nm process node! At 14nm/16nm an excavator core using high density design/layout libraries will have even more space for extra GPU ACE units, so a console can just run more code on the GPU and take the load off of the CPU. Vulkan will make good use of those ACE units on AMD GCN graphics cores.

There is always the possibility of AMD using the Zen cores, and Arctic Islands graphics on an Interposer for a custom project like Nintendo's console SOC/APU, and that would allow AMD to produce the CPU, and GPU on separate dies and separate processes while still allowing them to be wired up on the interposer like they where on a single monolithic die.

AMD has a patent application for an FPGA added to the HBM stack/s with the FPGA sandwiched between the HBM's bottom memory controller die and the HBM dies stacked above. So there is the possibility of a gaming console on an interposer getting some FPGA help on the HBM memory stacks for custom processing ability able to run in a distributed fashion on an HBM stack/s, and directly wired to that HBM stack's memory. If I where Nintendo, I would be going with a new console in 2017, and get Zen plus Arctic Islands with an entirely new GPU ISA/Miro-architecture, there is going to be even more CPU like Hardware asynchronous compute ability added to Arctic Islands' ACE units, so even more gaming code can be run/accelerated on the GPU. Maybe 4 Zen cores will have enough processing ability and the majority of the space for a gaming APU on an interposer could be dedicated to a fat die with loads of ACE units, with some custom compute on the FPGA/s added to the HBM stack/s.

September 23, 2015 | 04:46 PM - Posted by mLocke

The fact this is a comment on a SF5 post makes me laugh.

http://www.dsogaming.com/news/capcoms-panta-rhei-engine-receives-mantle-...

September 23, 2015 | 08:05 PM - Posted by sixstringrick

So does that mean we can call it "Street Fighter Chrome"?

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