Not sure >1.5v would be desirable on DDR5. Who knows, maybe they can push it higher?
There's a review of the Adata RAM at 7000 MT/s, with the CAS clocks overclocked to CL32 here:
Today's review presents the ADATA XPG Caster 32GB DDR5-6400 memory kit, an excellent option for gamers and computer enthusiasts.
www.overclockers.com
Seems to require 1.5v,
but the temps actually don't look that bad running at this voltage.
So the reviewer has this to say about DDR5 RAM temps "In my experience problems with stability start at about 60-65°C. If we push the RAM to 7000 MT/s+, it can appear even at lower temperatures".
Suggests that these modules are being run close to their limits.
His recommendation is that "For daily overclocking, including games, I’m not recommending anything above 1.45V as the performance gain won’t be visible and some memory kits may generate random errors".
I wouldn't want to run above 1.45v 24/7 anyway, i think that's about the safe limit.
What Insomniac did with Spiderman on PS4 is far more impressive a technical achievement than anything CiG have shown on PC hardware.
Shipping a certified retail title is also worlds away from tech demos/alphas.
Currently most games load an instance in to memory, the size of that game world is limited by two things, the amount of memory the developer thinks they have to work with and a 32Bit coordinate system, the latter is rarely a problem because you will run out of memory in most peoples systems before the 32Bit positioning falls apart, it can handle about 50KM squared.
This is why map sizes are never more than a few dozen KM, most don't even get to anything like that big.
If you want to build something much larger you need to find a way of streaming data on the fly as you move through the world, that's how you get around the memory limitations, if you want to go truly massive you need to implement a 64Bit coordinate system, that can handle Billions of KM before it breaks down.
So let me put that in to perspective, Spiderman is a large city, you can move around in it seamlessly.
The perspective, one of the planets in Star Citizen, ArcCorp, is a city planet, about 1,000 KM in diameter, the entire surface is a city, it sits in a playable space along with several other planets, some are larger with their own city sized landing zones, and all with several moons, a dozen or so space stations many KM in size, volumetric gas clouds millions of KM in size.
A total single instanced world area several quadrillion KM in size.
It is in alpha, it has bugs, yes absolutely, but there is more 'game' in it than a lot of other published games, in the same way other games have it has numerous fixed mission cycles, NPC mission givers with story arks and several dynamic events, Its also a masive sandbox with the infrastructure in place to enable players to generate their own missions for eachother, its not a tech demo, a tech demo is not an active game.