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Certain Xbox 360 Titles May Fill 4 DVDs

MBCook writes "A Joystiq post says that certain 'highly anticipated' Xbox 360 titles will fill four discs-worth of content. From the post: 'From the high-res textures fit for an HDTV to the higher polygon counts befitting a next-gen console, the space available on standard DVDs is suddenly in increasingly short supply. [...] According to Game Informer, nearly every developer they talked to at X05 expressed difficulties fitting their launch titles onto a single disc. One unnamed yet highly anticipated game in particular is said to currently occupy a full four 9Gb DVDs.'" Relatedly, Microsoft has announced that mainland Asia should expect a March 2006 launch date for the 360 console.

107 comments

  1. Never by Anonymous Coward · · Score: 0

    No one will ever need to fill more than 4 dvds!

    1. Re:Never by /ASCII · · Score: 3, Insightful
      I can't help but feel that the only reason for needing more than 9 GB for a game is huge amounts of laziness. What takes up all that space? Here's what I can come up with:

      • The game code. That should not be more than a few magabytes, obviously a neglectable part.
      • Sounds and music. Should compress very well. One gigabyte should give you something like 12 hours worth of high quality sounds, if properly compressed. I excpect that using lots of uncompressed sounds may be one of the causes for the huge amounts of used space.
      • Textures. No matter how many static textures you have, and how large they are, they will always end up looking repetitive. The only way to get truly good looking textures is to create them procedurally. You often need some data to generate good procedural textures, but not more than a few megabytes. I would guess that all the first-gen 360-titles used static textures, so this is probably the main culprit.
      • Models. Plygon models are dwarfed in size by textures.
      • FMV. While in-game cutscenes usually are preferable since they use the same visual style as in-game graphics, developers are lazy. I excpect this is one of the things that take up a lot of room.
      • Other stuff like background images, animated company logo FMV, trailers for other games, etc. Might take a bit of space, but most of it would probably get cut in order to save the cost of adding an extra disc, so this is probably not it.


      My guess is that game developers will bite the bullet and learn how to use procedural textures to make smaller but better looking games, and in the end we will see huge games with great graphics that fit on a single DVD9.
      --
      Try out fish, the friendly interactive shell.
    2. Re:Never by Deliveranc3 · · Score: 1

      Um did you play MORROWIND?

      Daggerfall (it's predecessor) had approximately 100,000 dungeons in it.

      If these have to be generated BEFORE they ship out then yea it's gonna be a problem

    3. Re:Never by Gravis+Zero · · Score: 1

      it's a good thing they didnt use blue-ray discs... i mean, it would take less discs to store more data. they should just go back to CDs so i can have a mountain of CDs to swap.

      --
      Anons need not reply. Questions end with a question mark.
    4. Re:Never by Poltras · · Score: 1

      Remember me of Microsoft Office on 45 diskettes... :) Those were the days, oh yeah. Microsoft hasn't changed much.

    5. Re:Never by Anonymous Coward · · Score: 1, Informative

      A few megabytes? Are you Icelandic or retarded? We're not dealing with Nethack here, dipshit. You have basic engine code, physics code, animation code, menu code, shitloads of scripts, AI routines, gun code, vehicle code, and who knows what the fuck else.

            * Whoa, no need to go ape-shit on him. Have you ever compiled something significant and saw how large the file is? Yeah, games wouldn't compile down to 2 megs. But he IS right, the compiled code is definitely not a significant portion of the game. And by the way, if you compile the "shitloads of scripts" into the game binaries, you MUST be retarded. :P And what the hell is "gun code"? Dude, coding CSS doesn't make you a programmer, so don't pretend like you are one.

      And just how much sound do you think is in a modern game? Your average Grand Theft Auto probably has 12 hours of audio just in MUSIC.

            * 12 hours of MP3s... and he said 1 gig of sound, and you basically told him he was an idiot. I can use a calculator, can you? Unless you think GTA uses raw, uncompressed music. In that case, you would be a moron.

      You've apparently never done any 3d animation. The models are small, sure, but the animation certainly is not. Even in-game cutscenes take up far more space than you'd think.

            * Uh, hello keyframes? Have YOU done any 3d animation?

    6. Re:Never by The+Sage+Of+Time · · Score: 1

      The actual code should -not- take up very much space after being compiled. Sure, complicated scripts often do take up space and such.. But that's not really his point, and not always compiled with the base code. The -base- code is not going to take up much space, and as he said it didn't matter anyway.

      As for music, come on.. I have much more than 12 hours of music in loosely compressed MP3's on my computer here, and it only comes to so many GB.. 12 hours of music properly compressed would NOT take up very much space unless you were idiotic and lazy about it, leaving it completely uncompressed.

      As for textures.. I personally loathe that textures alone are bloating up so much space. I like pretty graphics sure, everyone does, but I like playing a GAME more.. All this space being wasted on pretty graphics is disgusting.. And there really needs to be something done about it..

      Now the models, you said it yourself.. They don't take up much space. Animation wasn't even something he "mentioned" you know? Animation shouldn't be a problem anyway in taking up a lot of space, everything properly compressed shouldn't end up so bloated..

      As for FMV's, they're dying out, and for that I am glad.. They're a waste of space for showing something they could do ingame just as easily.

    7. Re:Never by Anonymous Coward · · Score: 0
      Without a doubt. And it will continue to be so until procedural textures can be made to look just as good as static textures. Don't expect this very soon.
      Procedural textures can and do look better then static, but good ones are not always easy to make. Also many things are too specific for procedurals. Still, using static textures for everything with the kind of horsepower the Xbox 360 haves is just absurd.
    8. Re:Never by KDR_11k · · Score: 1

      1. Sounds:
      You can't compress all audio in the game. It's a tradeoff between disc space vs. CPU time and running MP3 decoders for fifty entities screaming, firing and exploding all over the place is going to kill your performance. Alternatively you can decompress at load but that increases load times a lot.

      2. Textures:
      While it may be possible to create procedural textures for some things, that's not only complicated and impossible for most (since irregular details will require a LOT of variables to be considered), it bloats your load time like mad. Those demos that have a few kilobytes of data take minutes to generate their procedural data and are VERY limited in what they can do. And it's a lot of work, I don't see companies spending two or three extra years on a game just to boast "We're only taking up one DVD!"

      3. Videos vs. Cutscenes:
      Maybe I'm bad at telling them apart but the cutscenes in Xenosaga 2 looked pretty realtime to me and that game takes up two DVDs.

      Overall it's a tradeoff between CPU time and memory and most will prefer lower CPU loads so they can dedicate more of it to the actual game instead of the trickery needed to reduce the disc count.

      I remember a time when games were kilobytes, then megabytes, then hundreds of megabytes and now gigabytes. Space usage increases as technology becomes more demanding. That's not going to stop. It's silly to assume that a medium that hit its limit this generation will be sufficient for the next one.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:Never by yoyhed · · Score: 1
      I played Morrowind, probably put close to 400 hours into it with the expansions, so I know how huge it is.

      And it was on a single CD-ROM. We're talking about DVD-9s here (about 12-13 times as much room as on a CD). The expansions each had their own CD, but none of them were filled (I think the Morrowind CD had about 600MB, Tribunal about 300MB, and Bloodmoon 500MB). The install was about 1.3GB on the hard drive, after installing Morrowind AND its 2 expansions.

      Most of the dungeons and towns in Daggerfall were randomly generated. It was something like a million square miles, but only the main dungeons and towns were hand-made. Morrowind was MUCH smaller, but nothing was randomly generated (and it was still huge, even by PC RPG standards).

      The point is, that the landmass of TES 4: Oblivion (an Xbox 360 game, perfect example for this discussion) is only slightly bigger than Morrowind's at about 16 square miles, so Bethesda has about 13 times more room, and the only things that will really take up much more space with Oblivion are the higher-res textures, and the hours of voice-overs, which Morrowind didn't have. I think they can manage to fit all that in the extra 8GB they have to work with now.

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    10. Re:Never by Anonymous Coward · · Score: 0

      Maybe "gun code" is... I don't know... THE CODE THAT MAKES THE FUCKING GUNS WORK? Weapons don't just magically work in a game engine, douchebag. Your assertion about being retarded for compiling scripts into binaries sort of BACKS UP WHAT I AM SAYING.

            * I know what you meant, I was just pointing out that saying "gun code" or "the code that makes the guns work" sounds absolutely retarded. As do you.

      Use a calculator ON WHAT BITRATE? I have ~25 hours of music that takes up ~1.5 gigs of space. It's mostly 128kbps and I assume the music in GTA is in a much higher bitrate as I can't hear any artifacting. Like I said, San Andreas probably has nearly a gig taken up just by MUSIC, not even counting all the dialog and other random sounds.

            * GTA also doesn't have 25 hours of music in it. And saying that GTA has 1 gig of music backs up the original poster's point. Besides, GTA is an exception, not a rule because the GTA series normally has more music than other games.

      Yes, but apparently you haven't. It takes a LOT of keyframes, shit for brains. Not only that, but just how many different animations do you think are in a game? Every cutscene, every breath, every recoil, every bird, every fucking thing takes up space.

            * Yeeah... I know. Take a close look at the games you play, you'll notice that a lot of the animations are repetative. Thats not due to space concerns of course, because as I said before: keyframe animations don't take up much space. Thats because if the animators coded like 1000 animations for each character the game would never be finished.

      Thats funny, if you take the curse words out of your moronic post you get 0 content. Good job!

    11. Re:Never by Anonymous Coward · · Score: 0

      What he means is, he has never had sexual intercourse with a woman. It's cool dude, the next time you have $40, instead of blowing it on some video game, just pick up some streetwalker and have her give you a BJ. That is if any streetwalker will come near your parents-basment dwelling unbathed 30 year old virinal ass.

  2. No wonder by Admiral+Frosty · · Score: 1

    No wonder they cost so much to make. I thought Myst 4 was huge ( 2 dvd9s). I bet the "highly anticipated title" is Oblivion.

    1. Re:No wonder by Threni · · Score: 1

      Why not stick all games on 4 (or more) 9GB disks, padded out with random data. It would certainly make pirating them more time consuming.

    2. Re:No wonder by Babbster · · Score: 1

      I suppose Oblivion is a possibility, but I tend to doubt it. The only reason I can think of for a game to span 36GB of disc space is the [over]use of pre-rendered high-definition "cutscenes" which doesn't seem like a very Elder Scrollsish thing to do.

    3. Re:No wonder by Keeper · · Score: 5, Informative

      Not only that, but the pc version is shipping on only one disc.

      All of the "oh no, the sky is falling in because HD games need higher res [foo]" talk is just rediculous. PC games have been running at > HD resolutions for years, and they still manage to ship on one or two CDs.

    4. Re:No wonder by RoadDoggFL · · Score: 1

      It actually seems very 99 Nights-ish.

      --
      "This is considered plagiarism."
    5. Re:No wonder by Admiral+Frosty · · Score: 1

      I was just think that becuase of the large high detail enviroments, but your right; The can repeat many of the textures and object alot.

    6. Re:No wonder by Goldfinger7400 · · Score: 1

      PC games don't have cutscenes in HD, the encoded video of which is mammoth compared to the standard 640x480 video I've seen in most PC games.

    7. Re:No wonder by Keeper · · Score: 1

      If you're encoding with mpeg2 yeah. Not if you're encoding with some of the more modern video codecs.

      Regardless of that point, I personally doubt I'll lose much sleep if the next rpg I get doesn't play like a choose your own adventure book.

    8. Re:No wonder by Breakfast+Pants · · Score: 1

      No, no, no. It is Gears of War. You see, all those graphics we saw were cutscenes. The entire thing is just a big cut scene.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    9. Re:No wonder by thelonestranger · · Score: 2, Informative

      Yep they ship on 1 or 2 CDs/DVDs but the data on these is usually compressed. The games then unpack onto the PCs harddrive and take up sometimes double the space they did on the discs. Not really a practical solution for a console.

      --
      To err is human. To forgive is not company policy.
    10. Re:No wonder by Goldberg's+Pants · · Score: 1

      What everyone seems to forget is that Joystiq are full of shit. Always with the vague reporting... The site blows.

    11. Re:No wonder by Keeper · · Score: 1

      You'd be surprised. Read this: http://www.xbox.com/NR/rdonlyres/3FCB65F9-E9E5-45D B-B7F9-59A5EE265B8F/0/Xbox360Preparation.doc

      Most game data is compressed in some form, and a lot of time is spent dealing with compression. It reduces load times and allows you to pack more data in ram -- the processor is fast enough that it is more efficient to deal with most data in a compressed form than it would be to constantly hit the disc for it in an uncompressed form. Hell, it is preferable to actually calculate data on the fly as needed instead of reading a precalculated table in ram!

    12. Re:No wonder by thelonestranger · · Score: 1

      Your right, I am suprised. Guess they could decompress the data on the fly then. Would be better if they didnt have to though, saves wasting processor time on doing jobs that could be used for domething else.
      The bit I really like about this document is this bit about advice to developers working on games for their console:
      Design for controller input, not for keyboard & mouse input. Console players press simple buttons--they don't move the mouse or tap a keyboard

      I can just see some Microsoft exec sitting down a developer and repeating in a very slow clear voice "Your designing this for a console....A Coonnssolee"

      --
      To err is human. To forgive is not company policy.
    13. Re:No wonder by Negatyfus · · Score: 1

      Heh, it'd take them 3 more minutes to bypass the check for the unused data and remove it so that they can still release it as a one-DVD game.

    14. Re:No wonder by leland242 · · Score: 1

      I was thinking the same thing this morning - why are new console games $60 bucks, while PC games are still $50 and tend to drop like a stone a few months to a year after release.

      It would seem that the "high def texture" argument is a sort of red herring...

    15. Re:No wonder by Keeper · · Score: 1

      While processor time is something to be concerned about, it isn't the most limited resource in the machine; the biggest thing a game programmer is fighting is use of bandwidth. It is actually faster to decompress on the fly than it is to spend all your cpu time waiting on memory reads while saturating the bus.

    16. Re:No wonder by Keeper · · Score: 1

      $60 is the price that they think they can sell at and make the most profit. Not all next gen games are $60. First party titles for the 360 are $50, and xbox live titles (which are admitidly far simpler) range from $5 to $20.

      We'll see if that pricepoint sticks; ultimately, if people buy it they'll continue to charge that kind of money for it.

    17. Re:No wonder by Anonymous Coward · · Score: 0

      Oblivion has over 50 hours of recorded dialog, now I'm not to sure how much space that'll take up, but damn that's a lot of dialogue.

    18. Re:No wonder by Threni · · Score: 1

      > Heh, it'd take them 3 more minutes to bypass the check for the unused data and remove it so
      > that they can still release it as a one-DVD game.

      Not if they used decent protection it wouldn't. I don't know about PC games but there was some pretty hairy Amiga protection being used about 15 years ago.

    19. Re:No wonder by Negatyfus · · Score: 1

      Yes, and they break that too, only it takes the crackers a bit longer. I don't know much about these things, but I think in most of these elaborate protection schemes, the legit user suffers a lot too as performance drops, usability goes down, etc. And in the end there are still fanatics that break and release it.

      So okay, maybe not three minutes more, but the "end-user" is still not gonna notice a significant difference in the available of the illegal cracked release.

  3. Pshaw by brilinux · · Score: 4, Funny

    I play no games which do not fit on a 5.25" floppy.

    1. Re:Pshaw by rsilvergun · · Score: 2, Funny

      My standing rule is to play no game unless it's smaller then it's own 320x240 jpeg screenshot, but that's just me.

      --
      Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    2. Re:Pshaw by g-san · · Score: 1

      I really hate slipping those 5.25 floppies back into the sleeves when I go too far across the map. I mean, shoot, I have TWO FLOPPY DRIVES, and my desk is only so big, and I have to set the beer I sneaked up into my bedroom on my desk, so give me a break! It's bad enough I had to get a Mockingboard to hear good audio, and the 80-column card to get the hi-res graphics, what you want me to put an extra floppy controller in slot 5 to play your game?!?!?! SHEESH!!!

      This is so silly! I can't wait until my disks hold 5 thousand times more and my PC is like a thousand times faster with more a thousand times more RAM!!!

      (for those of you who don't get it, I am refering to good old Ultima games playing on my 1Mhz 6502 128k Apple IIe back in the 80s.... where have all the good programmers gone? Ok, not a thousand, but maybe 3.2 thousand times faster?)

    3. Re:Pshaw by Anonymous Coward · · Score: 0

      Never explain a joke in the same comment you make it, and I'll tell you why: the people who got it will lose all respect for you because you just stated the fucking obvious, and the people who didn't get it already hate you anyway.

      Less is more, son.

  4. Wouldn't be the first console by jennis · · Score: 2, Informative

    Sure, not having to swap discs is kinda nice, but not if its going to add $200-$300 bucks to the price of the console to cover the price of an HD-DVD drive. I'm just not that lazy.

    Besides, this isn't exactly breaking new ground here. There were plenty of Playstation 1 games that came out on multiple CDs.

    1. Re:Wouldn't be the first console by Admiral+Frosty · · Score: 1

      But we're not talking cd's here. These are DVDs. 9 gigs of crap per disk. CDs only have 800 mb.

    2. Re:Wouldn't be the first console by Kelson · · Score: 1

      Doesn't really matter. The main issue for playability is whether the gamer has to switch media in mid-game. The capacity -- and for that matter, the physical shape -- of the media isn't an issue except for dictating the number of chunks the game has to be split into.

      Everything else being equal*, a 9GB game on one DVD is more convenient than a 1GB game on two CDs.

      *In other words, assuming the additional 8GB doesn't impede gameplay itself.

    3. Re:Wouldn't be the first console by KDR_11k · · Score: 1

      A game like GTA:SA has to fit on one DVD (since you can't tell the user to change discs if your game streams data, that would require a choke point the player has to pass to get from one half of the map to the other and at each pass he has to swap discs. Apparently the devs had quite a few problems fitting all that data on one disc.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. What's actually in those 36 Gigs? by ScaryFroMan · · Score: 2, Insightful

    Until they start filling those 36 gigs with AI, Physics, Ginormous dynamic levels, or dare I say it, Gameplay, I'm not biting.

    --
    In Soviet Russia, backwards is everything.
    1. Re:What's actually in those 36 Gigs? by superpulpsicle · · Score: 2, Informative

      When they span more than a disk, the 2nd/3rd/4th disks all contain overlapping contents from the very 1st disk anyways. Don't know what there is to brag about.

  6. Grammar Police! by Anonymous Coward · · Score: 0

    "a full four DVDs"

    not

    "four full DVDs"

    WTF?

    1. Re:Grammar Police! by wcbarksdale · · Score: 1

      Either is potentially correct. "A full four" is used to emphasize the number, e.g. "But this new, fuller footage shows Bush sitting for a full five minutes after he'd been told that 'America is under attack.'" On the other hand, "four full" would imply that each of the discs is full.

  7. It sucks, but it will happen. by Brantano · · Score: 0

    I have a feeling that some of the 360 games already suffered from the problem. A few games had features removed from them, possibly for space requirements? This really isnt news though as it was obvious from the very beginning. When some games (Such as a great ps2 game, namely god of war) can fill a dual layer disk without high-res textures, i think it would be -easy- for a game to fill up more than one dl-dvd. I think its just a matter of time, rather than saying it wont happen. Afterall, this generation is suppose to last till 2010 or longer.

  8. A problem that's going to get worse too by ChrisRijk · · Score: 4, Interesting

    Xbox 360 games are likely to get more detail and more complex over time, so being limited to 9GB per disk is going to become more and more of a problem.

    Anyone want to bet Microsoft do an "updated" Xbox with higher capacity DVD and other tweaks...?

    Meanwhile, PS3 developers get to use a whole Blu-Ray disc...

    1. Re:A problem that's going to get worse too by Anonymous Coward · · Score: 1, Interesting

      "Anyone want to bet Microsoft do an "updated" Xbox with higher capacity DVD and other tweaks...?"

      A 360 with a new disc storage format that is incompatible with the existing installed base is effectively a brand new console from developer point of view. Even a company as clearly incompetent in the console space as Microsoft is wouldn't be as foolish to even consider trying something like a format switch.

      The sad fact for 360 owners is they are going to get:

      1) PS3 ports that were borderline potentially profitable will get canceled - each extra disc comes right out of a game's profits

      2) Low quality artwork, sound, and movies that have been sampled down from the high quality PS3 versions to fit on a single 360 disc.

      Microsoft is fucked on the disc space front.

    2. Re:A problem that's going to get worse too by Omroth · · Score: 0

      Yes, I personally am willing to bet there won't be an XBox with a non-back-compatible dvd format. That would be a complete nightmare and there is *no* precedent for it. Ian

    3. Re:A problem that's going to get worse too by Anonymous Coward · · Score: 0
      Try reading the news sometime.

      Xbox360 To Have HD-DVD, Eventually

    4. Re:A problem that's going to get worse too by MindStalker · · Score: 1

      Hu? Its known that MS plans to include HD-DVD in the future, an it WON'T be incompatible with existing DVDs. Heck my DVD player now can play CDs DVD DVD-DL etc. As long as the disc sizes are the same all future CD sized disk will be backcompatible, at worst you have to add a second laser at best simply different software.

    5. Re:A problem that's going to get worse too by Generic+Guy · · Score: 1

      So, you expect game developers to publish HD-DVD games which won't run on the 1.5-to-3 million Xbox consoles Microsoft claims they want to sell by year end? Or how about the millions more consoles they'll sell next year before HD-DVD drives actually, possibly become available?

      No game maker is going to cut off their own nose like this. HD-DVD in XBox360 is a dead topic.

      --
      { - Generic Guy - }
    6. Re:A problem that's going to get worse too by king-manic · · Score: 1

      Hu? Its known that MS plans to include HD-DVD in the future, an it WON'T be incompatible with existing DVDs. Heck my DVD player now can play CDs DVD DVD-DL etc. As long as the disc sizes are the same all future CD sized disk will be backcompatible, at worst you have to add a second laser at best simply different software.

      Splitting up your market between core and deluze is already bad, then splitting it up futher with HD-DVD/DVD spells death You know why Atari died? Partially because of shit liek that splitting their market.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    7. Re:A problem that's going to get worse too by thelonestranger · · Score: 1

      How much do HD-DVD drive unit cost?If they do release a new version of they 360 perhaps M$ will do something similar to what they did with their power supply screw-up. Go online, enter your serial number and they'll upgrade your old dvd drive to a spanking new HD-DVD drive. Not particularly likely I have to admit, but its one way they could avoid alienating developers by having 2 flavours of storage to be taken into account when developing games.

      --
      To err is human. To forgive is not company policy.
    8. Re:A problem that's going to get worse too by MindStalker · · Score: 1

      Most likly MS will require publishers make HD-DVD and regular DVD versions, some PC game manufactures do this even now. But yes.. your right, it is stupid.

    9. Re:A problem that's going to get worse too by KDR_11k · · Score: 1

      I think he meant for games to use since so far MS is saying that HDDVD support won't include games to avoid compatibility issues. Perhaps they'll change that once the HDDVD versions hit the market (because telling people any earlier will make them stop buying, obviously), maybe they won't.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    10. Re:A problem that's going to get worse too by Troed · · Score: 1

      No. Please cite a reference, and I'll fail you on it. There will be no HD-DVD games for the Xbox 360. There _might_ be a version of the Xbox 360 that can play movies from HD-DVD, but I doubt it.

    11. Re:A problem that's going to get worse too by apoc06 · · Score: 1

      wouldnt work.

      for the average hardcore gamer, thats simple and /could/ work, but most xbox users arent hardcore. most users dont bother to mail back their registration cards. most are going to walk into the store to buy the newest boldest game only to find out that they cant play it on their home console. most parents dont realize what goes on in a particular game they buy for junior; do you think they will be in the know about a new required peripheral drive? and do you think they will accept waiting weeks for their new hddvd drive in the mail to play a game they just bought? the answer is a huge no.

      granted this would irritate consumers, but hey... it /could/ happen. lol. M$ doesnt mind pissing off a few of their key developers; as long as lawsuits dont come into question, why would they care about pissing off consumers too?

  9. PC Games? by coolestdickofall · · Score: 5, Insightful

    I'm not sure I quite understand this.. PC games have been high res for many years. They don't seem to require multiple DVD-9s...

    1. Re:PC Games? by PhotoBoy · · Score: 1

      Exactly what I was going to post. I don't think any of the biggest current PC games even use more than a 4Gb DVD.

      Of course in the PC's case some of the data can be compressed as much of it is copied to the hard drive during install and uncompressed. I believe the GTA games on the consoles needed a full DVD-9 for all the radio stations, whereas the PC version compressed the radio stations to MP3s (or Ogg in San Andreas IIRC).

      With the extra grunt of the 360 I would think real time decompression of data when loading levels should be possible making standard DVD-9s more than plenty for most games.

    2. Re:PC Games? by ClamIAm · · Score: 1
      With the extra grunt of the 360 I would think real time decompression of data when loading levels should be possible making standard DVD-9s more than plenty for most games.

      This is what I was thinking as well. Also, why don't consoles include an audio decoding chip (to decode MP3/Vorbis) with onboard buffer goodness? This would allow 5 megs of audio data to be sent to it instead of spinning the disc to stream raw, CD-quality sound, and it wouldn't burden the CPU at all.

    3. Re:PC Games? by rohlfinator · · Score: 1

      No kidding. My entire Steam directory -- containing Half-Life 2, HL2 Deathmatch, CS Source, CS 1.6, and the Half-Life 1 games, plus the Source Engine SDK -- is far less than 9GB on my hard drive. And it's not like Half-Life 2 is short in the media department, either. The game is chock full of hi-res textures, detailed character models and animation sequences, dialog, and music.

      Something's not right here...

    4. Re:PC Games? by MindStalker · · Score: 2, Interesting

      I think the developers are being pushed to include HDTV quality cut scenes, an hour of HDTV will eat through an entire DVD even well compressed.

    5. Re:PC Games? by Anonymous Coward · · Score: 0

      This would allow 5 megs of audio data to be sent to it instead of spinning the disc to stream raw, CD-quality sound, and it wouldn't burden the CPU at all.

      Wow.

      Not to flame you too much there, chief, but you seriously don't think someone out there in console-land hasn't thought of AND implemented that exact line of thinking, sans dedicated hardware decoder chip?

      And speaking of this dedicated hardware decoder chip... Why? If you're seriously hitting a head and the in-game sound and music is what is going to save you if you had a DSP to handle that, well... I'd say you need to redesign your game for the hardware.

      Wow.

    6. Re:PC Games? by Spit · · Score: 1

      More filler, less killer.

      --
      POKE 36879,8
    7. Re:PC Games? by TubeSteak · · Score: 3, Insightful
      From TFA:
      Microsoft's J Allard downplayed the storage issues, citing that improved compression rates in the future will allow much more data to be held on an individual disc, and that the pre-launch crunch forced many current 360 titles to use space far more inefficiently than they would have otherwise.


      It helps... to read... TFA.
      --
      [Fuck Beta]
      o0t!
    8. Re:PC Games? by ClamIAm · · Score: 1

      I know this has already been implemented. I didn't say it hadn't. Chief.

    9. Re:PC Games? by steveo777 · · Score: 1
      Also, why don't consoles include an audio decoding chip (to decode MP3/Vorbis) with onboard buffer goodness?

      As far as I understand, it's not a price issue. There may not even be any decompression chips (or research) that will allow more than one decompression at a time. Sure, maybe you could run the music throught the chip, but then sound effects and voice would be sacrificed. We're talking about timing here.

      MP3 doesn't take a static delay in decompression, so you would have to buffer every possible sound/voice and BGM at the same time, then trash it and buffer anything else, say when you move your charecter two steps to the left into a puddle of water. Then there's the echo effect. Too much money in research when there's already a working standard.

      That, and people will whine about quality of the sounds/music too. Voice and some effects wouldn't be hindered, but music heavey base and treble wouldn't sound as good (once you hear the difference once, it's hard not to notice).

      As far as Ogg Vorbis decompression, I have no clue, I don't use it.

      --
      This sig isn't original enough, it's time to come up with something witty...
  10. Whiskey Tango Foxtrot by xenocide2 · · Score: 2, Interesting

    PC games have been using higher resolution for years and rarely need multiple DVDs. I haven't really paid attention to how the 360 compares to a PC, but if they're about on par, then something's amiss.

    Of course, if the 360 boasts larger texture capabilities, or more polys, that's potentially more texture sizes and more geometry data to store. It's also possible that console games include more full motion video cutscenes than a PC game, which 360 owners would naturally prefer at HiDef resolutions.

    Naturally there is a compression tradeoff between space and time. By now many ./ readers have likely seen the .kkreiger game that fits in like 96K. This is of course an extreme tradeoff while you wait for the game to recreate all its textures from high level combinations to bitmaps. But texture compression is nothing new and is often seen in 3d hardware. Again, I haven't dug into the 360, but I would imagine there's one or two texture compression options available and build into the hardware. Either the company isnt using them, or the compression isn't enough.

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    1. Re:Whiskey Tango Foxtrot by /ASCII · · Score: 1

      I seem to remember reading that Microsoft specifically designed the 360 hardware to make dynamically generated textures and models quick, that's the solution they are pushing. And I for one think it is the right solution.

      --
      Try out fish, the friendly interactive shell.
    2. Re:Whiskey Tango Foxtrot by DwarftheMike · · Score: 2, Informative

      well for computers its different because your not running the entire game off the disc. In computers games most of the game is compressed on the disc and then is installed on your computer taking up several gigs. so with computers the games are able to read of the HD and the disc so its faster.

    3. Re:Whiskey Tango Foxtrot by KDR_11k · · Score: 1

      Texture compression was avaliable on both the Gamecube and XBox (not sure about the PS2). That doesn't do enough.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  11. Completely unnecessary by joystickgenie · · Score: 2, Informative

    High-res textures and higher polygon counts causing more disks? That is kind of hard to believe. In general even if a model is very poly that shouldn't take up too much space. If they really need more then one DVD for models and textures they need to learn about data management. There are lots of ways to reuse texture and make the games look good.

    To me it seems like the problem is video based. Videos take up a lot of space on a disk, especially since they now have to be HD videos. They should rely less on pre rendering thing and think about scripting things with the game engine.

    Games should not have to use 40 Gigs of space. Look at kkrieger (can be found at http://www.theprodukkt.com/). This is a first person shooter demo that is on par with most first person shooters today, and it only takes 96 kilobytes. That can fit on a floppy disk!

    If you need more then a DVD for your game there is defiantly a ton of optimizing you can do.

    1. Re:Completely unnecessary by heinousjay · · Score: 1

      Look at kkrieger (can be found at http://www.theprodukkt.com/). This is a first person shooter demo that is on par with most first person shooters today...

      Okay, that's neat as a demonstration of techniques, but saying that it's on par with most first person shooters today is incredibly disingenuous.

      There's no challenge, it's about 10 minutes long, the sound is as good as nonexistent (there is sound, but it's awful), I could go on, but that'll miss the point. It's nothing like modern first person shooters. It's not impressive as a game at all, just as a demo.

      I have to wonder if you've played any of the latest games - give F.E.A.R. a try on a beefy box and you'll see where the size of the content comes into play.

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      Slashdot - where whining about luck is the new way to make the world you want.
    2. Re:Completely unnecessary by joystickgenie · · Score: 1

      That is why I used the qualifier "most" obviously F.E.A.R., Doom 3, Half life 2 and that type are much more impressive. But the majority of FPSs are not as impressive. As to what the article was talking about (High-res textures and higher polygon counts) this isn't that far off of the tech used in games like battlefield or halo.

      True it is a demo but this demo took 10 minutes, well make the game 100 times longer and the file size is still only 9.37Mb (9600 kilobytes), ad 300Mb for good sounds, maybe pad on a couple extra Mbs for in game cinematic(using the game engine) and this game would still easily fit on a normal CDrom.

      My point still stands that 4 DVD is really unnecessary and shows lazy optimization.

    3. Re:Completely unnecessary by Anonymous Coward · · Score: 0

      14 of them would fit on a floppy disk

  12. Re:Worst Console Ever by RoadDoggFL · · Score: 3, Interesting

    MS got ass raped at E3? By pre-rendered videos and a god-awful controller? And MS made very few mistakes with the Xbox, reading Opening the Xbox by Dean Takahashi would offer insight into the thought that went into the console and the intentions of those who were instrumental in ensuring that the console not end up as a WebTV box on steroids (pretty much what the PS2 was pormised to be, the 360 ended up being, and the PS3 is going to be).

    Sony seriously dropped the ball but luckily was able to build enough unwarranted hype around its PS2 that by the time people noticed that they weren't coming through on any of their promises, they'd sold millions of the things and good games were on the way. As a console, the PS2 isn't impressive at all. The Xbox was designed for developers, and MS went to great lengths to make sure it was what developers wanted and needed, and provided them with tools to create games for it. Sony? They were busy designing a machine that performed better on paper than in the real world.

    I really don't agree with the direction MS and Sony are trying to take console gaming. Nintendo's not exactly right, but they're a lot closer than the other two. Since MS is trying to invade homes worldwide and Sony's trying to milk the industry for all it's worth before possibly destroying it and probably bailing out, they're naturally going for quick earnings rather than looking out for what's best for the market. The charm of console games is all but gone, I feel that the generations that follow will see even more pronounced "multimedia machines" that play games as almost a side-effect, then maybe a small company will release a dedicated gaming machine that turns some heads and grabs the attention of some developers so the process can start anew.

    --
    "This is considered plagiarism."
  13. Well.... by sparkie · · Score: 2, Funny

    If they used 9GB discs instead of 9Gb discs, they'd be able to cram those 4, and 4 more onto a disc.

  14. Bunch of whiners... by Blue_Nile · · Score: 1

    Oh Noes! You'll have to get up off the couch.
    I seem to remember having to do this for some PS2 games, PS1 games, whole bunch of compgames, and just about anything that used a floppy.
    Of course Higher-Res stuff is going to take up more room.

    --
    Si Hoc Legere Scis Nimium Eruditionis Habes
    1. Re:Bunch of whiners... by damsa · · Score: 1

      Ah yes, 20 floppies to load up a copy of leisure suit larry. Good times.

    2. Re:Bunch of whiners... by Anonymous Coward · · Score: 0

      Ah, the pathetic life of an xbox fanboy:

      "It's not a problem and everyone else has the same problem anyways!!!"

    3. Re:Bunch of whiners... by geminidomino · · Score: 1

      Please help me verify that you're old enough to play this game:

      "Tricky Dick" was:
      a) A slang term for "Chlamydia"
      b) President of the U.S. from 1969-1974
      c) A tasty snack from Japan
      d) CowboyNeal

    4. Re:Bunch of whiners... by Arivia · · Score: 1

      I know the answer to that one, GeminiDomino, and I'm not old enough...;)

      --
      The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
  15. Not unexpected nor unusual by Anonymous Coward · · Score: 0

    Whilst it may seem that filling four DVD discs with data would be a hardy feat to achieve, the reality is that this will not be all that uncommon with truly next-generation games.
    There are many factors to consider, firstly an Xbox360 DVD can only store 7GB of data, but more importantly, they will have to duplicate data across discs.
    On each disc they will have the base code for the game and standard/repeated textures + models that make up the majority of data.
    There will not be ~25GB+ of discrete, nor completely unique data on each disc, the game may take up 12GB, but require 5GB for base code + common resources. So we have 2GB left over on each disc for unique areas/sound/textures, but need to fit 7GB onto the disc. In that scenario it would take 4 DVD discs.
    An example of this being the Final Fantasy titles and the CGI they contained on PSOne.
    You can actually play the whole of FFVII on Disc One, the code is all there, but the movies are changed on each disc (to test this, remove a Disc and replace it with another, the game will play fine but CGI sequences will be out of whack). There is not 2.8GB of data.
    I can imagine this being an issue within the next-generation (commented on by everyone from Rockstar and Epic to Square-Enix and Namco so far), more with publishers than consumers, but its not insurmountable.

  16. Death to pre-rendered cutscenes! by Stormwatch · · Score: 3, Insightful

    Maybe what's taking all this room is pre-rendered cutscenes! It seems japanese developers love to fill discs with them... and Microsoft's decision to stick to DVD could help them break out of this vicious circle! There was a time when CGs made sense, but no longer; rendering all cutscenes in real time is now feasible - and it even adds a sense of visual coherence to the game.

    1. Re:Death to pre-rendered cutscenes! by WhyCause · · Score: 1

      Nintendo already did this, on the N64 no less.

      In most (if not all) of the first party games, cutscenes were rendered by the engine at the time of display (the Zelda games were this way). Of course, they were forced to do this by the limitations of the cartrige format.

      You're right about staying in the moment, too. It's much more atmospheric to transition from the cutscene directly into game play without hearing the crunch and grind of a disk, and seeing a "now loading" screen (yes PS1, I'm looking at you).

    2. Re:Death to pre-rendered cutscenes! by SuiteSisterMary · · Score: 1

      Actually, one of the Resident Evil games was ported to N64, and they crammed all of the FMV onto the cart.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    3. Re:Death to pre-rendered cutscenes! by KDR_11k · · Score: 1

      Xenosaga (2, at least) is rather low on prerendered videos, most of the stuff seems to be realtime. You may remember that game as being one of the largest games this generation.

      From what I've heard, GTA:SA hits the limits of the format as well and it doesn't seem to use much video, either.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  17. the good olde days by Rs_Conqueror · · Score: 2, Insightful

    Anyone else remember when three entire game discs were filled with storyline and had a real emotional impact on you? I'm referring mostly to games like FFVII. It seems the problem with the game designers today is that they're so stuck on graphics that they miss some of the most importent elements of a game. A storyline that moves you. Ok I'm done being sappy, but this is one thing that has been bugging me about quite a few of the "next gen" games.

    1. Re:the good olde days by heinousjay · · Score: 1

      games like FFVII

      I remember watching that movie on my playstation - it was sort of cheesy japanese soap opera style pop culture crap. Don't remember it as a game though - are you sure something was produced by that name that had an actual game attached?

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    2. Re:the good olde days by Arivia · · Score: 1

      If you don't like that, how about the original Baldur's Gate, which was 5 discs long?

      --
      The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
    3. Re:the good olde days by dancingmad · · Score: 1

      Thanks, I feel really, really old now. Final Fantasy VII is the good old days? God, just hand me a walker or a Rascal motorized scooter, I'm done.

      --
      "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    4. Re:the good olde days by C0rinthian · · Score: 1

      The entire game was on all three discs. The only difference between the game discs was the FMV cutscenes.

  18. Blueray by gullevek · · Score: 2, Insightful

    Perhaps Sony thought about this, and thats why they "loose" extra money for putting a Blueray drive into it.

    --
    "Freiheit ist immer auch die Freiheit des Andersdenkenden" - Rosa Luxemburg, 1871 - 1919
    1. Re:Blueray by 0kComputer · · Score: 1

      Perhaps you should learn how to spell "lose" dipshit.

      --
      Top 10 Reasons To Procrastinate
      10.
    2. Re:Blueray by gullevek · · Score: 1

      Vielen Danke, dass du so offen zu Leuten bist, die Englisch nicht als ihre Muttersprache haben.

      --
      "Freiheit ist immer auch die Freiheit des Andersdenkenden" - Rosa Luxemburg, 1871 - 1919
  19. Procedural? by Blaaguuu · · Score: 1

    This seems like the perfect time for developers to start using procedural textures/models. They could save enormously on space, and could even be a selling point for a game...

    --
    My hand touched her hand. Her hand touched her boob. By the transitive property, I got some boob! Algebra is awesome!
  20. Big Whoop. by thelonestranger · · Score: 1

    Swapping to another disc after a few days of play then to another a few days later never bothered me when I played Final Fantasy 7 on the Playstation, so I dont think that this will bother me now. Its not like your going to have to swap discs every 20 minutes is it? And I very much doubt that you'll have to swap backwards and forwards between discs.

    --
    To err is human. To forgive is not company policy.
  21. Storage problems are inevitable by Sockatume · · Score: 1

    While the commenters above are right to point out that comparable PC games managed to do fine on single disks, this sort of memory-hogging is part and parcel of the sort of games (particularly console games) which are in the limelight right now. The PS3 and 360 hype is mostly about high-definition this and hundreds-of-characters that, so unless there are a series of sudden breakthroughs in procedural texturing, modelling, animation and dialogue, they're going to require more and more storage space.

    Procedural assets are probably going to become more important in future anyway, due to RAM limitations (the rendering capacity of these machines is mismatched with the amount of room for things to render).

    --
    No kidding!!! What do you say at this point?
  22. HDTV specific hi res textures? by Anonymous Coward · · Score: 0

    What's the difference between HDTV and my 24" monitor running at 1600x1200?

    Why would an HDTV game need higher resolution textures than a PC game?

    1080i is 1920x1080 - 153,600 pixels larger than my 1600x1200 monitor, mainly in the width.

    720p is 1280x720 - not even close to my monitor resolution.

    Are the bigger textures needed because the screen is physically larger? That doesn't make any sense - that's like saying you need to use bigger textures on a 15" monitor running at 1024x768 than a 14" monitor running the same resolution.

    Bigger textures are better - but these aren't HDTV driven. They're simply driven by the quality of video acceleration these days.

    Which means I want my 5 dvds of textures on my PC, damnit.

    If anything, I'm calling bullshit - they're using the same 1024x1024 textures that we've been using for a year or so on the high-quality-texture setting, just without compression.

  23. Non-buggy cutscenes only KPLSTHX by SeanDuggan · · Score: 1
    There was a time when CGs made sense, but no longer; rendering all cutscenes in real time is now feasible - and it even adds a sense of visual coherence to the game.
    The problem with rendered custscenes with the in-game engine is that you're stuck with the in-game limitations and small bugs can really add up. Playing No One Lives Forever is very difficult for me now because of the lack of lip movement. And VTM: Bloodlines... enough with the skating characters! Something glitched in my models, I guess, because when characters were supposed to move in the opening cutscenes, they'd freeze in a position, and then skid to where they were supposed to go. A pre-rendered scene, you know that it will always display the same way, and you can bypass limitations in the engine. Then again, when well done, those in-engine cutscenes can be much more immersive. Bioware has always done well in that respect, I think, reserving FMV for chapter cutscenes and using the engine for the smaller scenes in-game.

    And for Heaven's sake, enough with the attempts to randomize cutscenes... That just leads to situations where invincibility flags get stuck on, cutscene length varies from 2 seconds to 10 minutes, and glitches become all the more evident. Go ahead and script all of the actions. If the user has seen the cutscene before, they'll probably just skip it. The stress on the system is easier too, no AI checking for what to do next, more bandwidth available to preload the next scene. And the scenes where they make it "interactive" by giving you regular control, but having an invincible or, worse, just extremely difficult foe, so as to force you to lose to advance the plot, those drive me crazy. Mainly, you don't know that you can't win, so you'll keep reloading and playing, trying to avoid the loss of your weapons or the like. And worse, some of them actually allow you to win, and then act like you were still beaten. As much as I dislike a lot of the scenarious where you're arbitrarily stripped of your ingame loot, I vastly prefer it when it's just plain scripted, not something I'm made to feel I'm in control of.

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