Modifying the OG Xbox to have 256M of RAM [video]
youtube.com
youtube.com
In contrast, the Switch OS manages memory for apps and would be able to allocate additional memory automatically, as long as it's been made aware.
The Switch benefited greatly from that community.
I also believe (but could be misinformed) that the arcade configuration and Devkit had an even larger memory space, so you might still have issues in that regard.
Thanks for the correction!
I've run into issues recently (in June) with Fallout 4 where if your saved game data starts approaching 2GB on Xbox One x, saving the game will fail in weird ways (may hang the game, may crash the game). Once the game gets in this state, I'm not even able to launch the game without it hanging. Have to delete local game data, resync your saves from Live and pray you didn't lose more than a few minutes of gameplay.
Throw up a loading screen and secretly reboot.
Morrowind used this to silently reboot the Xbox to free memory.
Completely pointless? Yes. Interesting? Also yes!
For those who don't know
Not really. While consumers at home had 8MB, Intel was already looking to compete with PowerPC, DEC Alpha, MIPS systems where 4GB wasn't really out of the ordinary, so they knew where things were going.
Interestingly, while the Intel 450GX chipset was designed to daisy-chain DRAM controllers (1 controller chip per 4GB of RAM), none of the boards that actually could take >4GB used that, instead building their own solutions. Presumably that meant that there was a bug in the chipset.
Anyway, each of those 5 computers would have run you at least $500k in 1998.
(I've been on-and-off trying to acquire one of those boxes for a few years now.)
200 9.1GB SCSI disks for 1.8TB!
And still only 4GB RAM on that SQL Server 6.5 box they used for TPC-C. Wild.
And yeah, $770k for that server.
Edit: I guess whilst I'm at it...
Data General AV8600: https://www.tpc.org/results/individual_results/dg/dg.8600.es...
HP NetServer LXr Pro8: https://www.1000bit.it/ad/bro/hp/netserverlxrpor8.pdf
I think some Alpha systems had 8 GB installed even back then.
The Alpha was 64 bit native but Windows NT was still 32 bit so I think you needed VMS if you wanted more than 4 GB. A 64 bit version of Windows 2000 for Alpha was created but never released ( this was the first 64 bit Windows ).
It was not totally impossible to see beyond 4 GB of RAM.
There was no practical way to get anywhere near 4GB of RAM within the dollar cost that a person purchasing a $200 CPU on a $150 motherboard would be able to bear.
And the p3 also supported PAE [1], so technically could address more than 4gb of ram. Though software support may be lacking - I think on the original xbox the app ran in ring0 so did things like page table management itself, rather than the "OS", so would likely require significant per-game modifications.
[0] https://en.wikipedia.org/wiki/Comparison_of_Nvidia_nForce_ch...
[1] https://en.wikipedia.org/wiki/Physical_Address_Extension
Thanks for the info, I'm going to look more into it later and see if I can come up with anything more concrete.
Intel was far more open at that time (up through the Pentium IV era); here's the datasheet for the PIII:
https://download.intel.com/design/PentiumIII/datashts/245264...
...and yes, it does expose all 36 address bits on the FSB. The FSB protocol is actually the same as the one first used by the P6.
Not necessarily. Just because a CPU has a 32-bit virtual address space doesn't mean it has a 32-bit physical address space. PAE (Physical Address Extension) is a paging mode for x86 CPUs that offers a 36-bit physical address space on 32-bit CPUs.