Sgt. Sykes said:
Anyway from those graphics thingies you mentioned, nothing except polygon count should have any massive effect on the RAM usage. If a game is supposed to run on Vista with 2 GB RAM... There's nothing which the engine can do which could need 8 gigs before collapsing. Unless, again, it's crappy optimization.
You have no idea what you can do to a level... no idea. I'm not even going to recount it here, but look up raytracing and you might get a glimpse.
Even the number of light sources (actually especially the number of light sources) does a lot to performance. So does texture quality. Have you ever seen terrain with an applied 16384x116384 texture? It looks amazing. Shame I can only do it to 512x512m maps because otherwise Sandbox crashes... tee hee hee.
I don't even want to start factoring it up, but basically the higher you go in quality, the higher your RAM usage will be. And it's really not the high poly count of the models that matters all that much... All the effects you have cached, all that memory that's being taken up. Unreal games have this problem (they use UNHOLY amounts of memory even though it isn't required... TERA for example uses up to 3GB RAM ALONE).
And graphics don't matter all that much. It's actually all about getting the atmosphere right. You remember Fallout 3? The graphics are really not that good, but the game none the less feels really good. Still, exploring new frontiers is always good. And we'll be alright so long as we know what's possible and , more importantly, know at what price that comes. With most games, you can't put it all on crappy optimization though (SR2 was really badly ported* - not emulated as you stated because then it wouldn't run on a normal dual core x86_64 CPU, because Xenon - Xbox 360 arch - is PowerPC based).
And another thing to note is that Minecraft actually exhibits horrible performance... I get, what, 120fps? On an i3-3220 and an HD6670 I might add. But here, there's actually a tangible explanation - it's Java, it performs horribly by default.
Hmmm... ex eastern bloc games now actually seem to be better optimized from what I've played (granted it isn't much though). It's the lot of GamesForWindowsLIVE games that are optimized to run on super future space computers instead of actual, real, state-of-the-art computers. The only GFWL game I remember that worked well was Fallout 3, and that was because LIVE was largely unused and the game is based on Gamebryo, which means that they couldn't screw it up a lot.
*Though the big reason why it's considered an awful port is because it's got an awful lot of unfixed bugs, no option to turn mouse acceleration off, and no adjustment whatsoever for the switch from controller to mouse and keyboard.