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360 Discs Large Enough For Content?

heartless_ wrote to mention a GamesFirst article exploring whether or not Xbox 360 Discs are large enough for their expected content. From the article: "The first Prince of Persia occupied 2.44 gigs, the second 2.88, an increase of only 18%. Knights of the Old Republic went from 3.65 gigs in the first installment to 3.99 gigs in the second, a 9% increase. The Splinter Cell series went from 3.71 gigs in the first to 3.05 gigs in Pandora's Tomorrow, a reduction of 18% (though it should be noted that Chaos Theory, after switching development houses, ballooned into one of the largest games on the Xbox at 5.62 gigabytes). So the assumption that games, by their nature, grow in size as they evolve is not absolutely true. They do become more complex, but not necessarily at the expense of filesize."

112 comments

  1. HD by dq5+studios · · Score: 4, Insightful

    But how many of those sequals had to include the now mandatory hi-res textures for HD resolutions?

    1. Re:HD by vune · · Score: 3, Interesting

      Indeed. A more suitable comparison might be the difference between Tekken 3 and Tekken Tag.

    2. Re:HD by Anonymous Coward · · Score: 0
      The article addresses this point:

      One reason that people worry about the Xbox 360's ballooning game size is the transition to high definition graphics. People argue that since HD requires much higher resolutions, games could not possibly exist without an 8x increase in size (the 8x is based on fairly logical assumptions). There is a really easy way to dispute this. NBA 2K6, King Kong, and NHL 2K6 are all games that exist on the Xbox and Xbox 360. The only difference between the two systems is that the Xbox 360 is in high definition and with completely reworked graphics. If such a change to HD graphics really required at least 8 times more space, none of these games would be able to ship on a single Xbox 360 disc.

      All of them, of course, do. Sometimes, it's easy to get caught up in the extreme, but it rarely follows through as badly as people might predict.
    3. Re:HD by Anonymous Coward · · Score: 0

      EGM: The 2K Sports games. Amped 3. Tony Hawk. Need for Speed. Gun. King Kong. People can argue they're not getting that big nextgen leap in graphics. On top of that, you're asking consumers to pay an extra $10 for these games. To quote you, "Next-generation games will combine unprecedented audio and visual experiences, create worlds that are beyond real, and they'll deliver story lines and gameplay so compelling that it'll feel like a..."

      http://www.1up.com/do/feature?pager.offset=1&cId=3 147131

      So basically, the games that are using the same models, textures, sounds and video clips on the XBox 360 as they are on the XBox (and are graphically unimpressive because of it) do not require any more space on the XBox 360 as they do on the XBox. What a shocking conclusion.

    4. Re:HD by Keeper · · Score: 2, Insightful

      When was the last time you bought a PC game that wouldn't fit onto one DVD? They've been targeting > HD resolutions for years now.

    5. Re:HD by Anonymous Coward · · Score: 0

      Bingo

    6. Re:HD by heartless_ · · Score: 1

      RTFA next time moron. The article goes into depth about how the next gen games don't even come clost to filling up a single DVD9 disc. And if we apply the same game size growth compared with the previous gen we still come up short of filling a DVD9 disc.

    7. Re:HD by Araxen · · Score: 0

      Agreed...something the article fails to mention is that the Xbox 360 is being actively marketed towards HDTV! You turn any of those games mentioned into a game designed for a HD TV and your filesize is going to go through the roof and this is where the Xbox 360 has been poorly designed without a HD-DVD drive included with it from the get go.

      Multi-DVD games will be seen alot in future Xbox 360 games. Yes, I know M$ will be releasing a HD drive for the Xbox 360 in the future but how many developers will waste their time getting those discs pressed? Not too many as the costs will not justify producing the games on that media. Addon hardware RARELY does well on consoles.

    8. Re:HD by KDR_11k · · Score: 1

      PC games are for some reason MUCH smaller than console titles. Some PS2 games span 2 DVDs yet they don't have nearly the texture sizes PC games have while among the PC titles only FPSes and console ports seem to exceed 2GB.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:HD by Keeper · · Score: 1

      To my knowledge, none of the multi-disc ps2 games shipped on a DVD9 (4gb vs 8gb).

    10. Re:HD by buffer-overflowed · · Score: 1

      PCs decompress things onto the HDD during the installation process.

      Can't do that on a 360, a HDD isn't standard.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    11. Re:HD by Keeper · · Score: 1

      Generally with consoles you decompress data on the fly. It allows you to read data off of the disc faster and it takes up less space in ram. The compression algorithm used by PC game installs is actually rather inefficient (good 'ol cabarc), and in a modern console it certainly isn't difficult to top. It also doesn't hurt that the graphics hardware natively supports dealing with compressed textures on the fly.

    12. Re:HD by EvilSmile · · Score: 1

      It would have been a saner to compare sizes of PS1 games vs sizes of PS2 games. Sequels on the same hardware needn't grow much because the original game tries to make as much use of the hardware as possible. I don't think a game made for tnt2 would occupy as much space as a game optimised for lets say gef3 class of hardware...

  2. Good! by Eightyford · · Score: 3, Insightful

    I think this is great news. It may just force some developers to work more on gameplay, and less on cutscenes. I do appreciate the awesome soundtracks of the Tony Hawk, Madden, and Gotham Racing series but I'm sure compression take care of most filesize problems.

  3. What about PS1PS2 by elzurawka · · Score: 0

    Look at the size of games for PS1, most were under 700 megs, becuase thats what u had to work with, then when you had more space, you filled more. Maybe the game sizes dont grow because you know you have to work withing a certain size. If you know u have 4.7 gigs to work with, you design a game to fit that. If you know you have 50 gigs to work with, you dont have to limit your game because it might grow past the acceptable size. Giveing the designer more space to work with, will result im them using that space. If they dont have the room, obviously they will not expand.

    The example that some games only grow by 10-20% is because they know they cant make it bigger then the disc can hold. If they had the option to add 2 hours of high deffinition video to the game because they got all the extra space they can do it. The games dont grow, becuase they dont have where to grow

    Take a look at PC games, 5 years ago, you had games fitting on 1 cd, and that was it, now your lucky to get a game on 2 or 3 cds, or on a dvd, the size grows, its just that on a Console, there is no room to grow, so they sizes dont vary too much becuase you have to be careful with what you put in the limited space

    --
    -EL
  4. it's all about HD by AkaXakA · · Score: 4, Insightful

    Seeing as how Next-Gen is supposedly going to bring us HD, they key thing to remember is that the textures have to scale up too. Those bigger textures are going to take up quite a lot more space, so using current game sizes with current texture sizes to figure out if next-gen games will require more than the XBox discs can manage, isn't very useful.

    Comparing them to install base sizes of new PC games (think HDR Half-Life 2) is a lot more useful.

    1. Re:it's all about HD by amliebsch · · Score: 1
      Comparing them to install base sizes of new PC games (think HDR Half-Life 2) is a lot more useful.

      Right, but, um...don't those all fit easily on a single DVD?

      --
      If you don't know where you are going, you will wind up somewhere else.
    2. Re:it's all about HD by MobileTatsu-NJG · · Score: 4, Informative

      "Those bigger textures are going to take up quite a lot more space, so using current game sizes with current texture sizes to figure out if next-gen games will require more than the XBox discs can manage, isn't very useful."

      Faster CPU == more compression on the textures. Quadrupling the res on the textures doesn't necessarily mean quadrupling the size requirments. Imagine using a 640 by 480 Gif image for the old console, then using a 1280 by 960 JPEG image on the next console. In one case I tried here, the .GIF was 155K and the JPG awas 197K. 4 times as many pixels, but it was only 30% or so bigger in terms of file size. This is more or less what happens when new consoles come along. More CPU == better compression etc.

      I am having a hard time believing the idea that the media is going to make all that much difference between the PS3 and the 360. Both systems only have 512 meg of RAM to fill.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    3. Re:it's all about HD by AkaXakA · · Score: 1

      Install base baby, install base. (Though the HDR is of course a bad example as it's only one chapter)

    4. Re:it's all about HD by Cyclone66 · · Score: 1

      You will never see a respected developer use jpeg compressed textures.

    5. Re:it's all about HD by MobileTatsu-NJG · · Score: 0

      "You will never see a respected developer use jpeg compressed textures."

      I wasn't suggesting they will. I was saying that more and more sophisticated compression is being used with every new generation of consoles. Compare FMV from the Sega CD to the original Playstation. Huge difference in quality. Why? More CPU cycles to play with. Blah blah blah.

      As for developers never using JPEG, why? Off the top of my head, I figure the main problems would be decode time and the fact that lossy compression is not good for alpha masks. What's on your mind?

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    6. Re:it's all about HD by LocalH · · Score: 1

      The huge difference in quality betweed Sega CD FMV and Playstation FMV had less to do with CPU cycles and more to do with the video hardware. You could throw a 2GHz processor at the Sega CD and you'd still only get, at most, 320x448 64-color FMV, because that's the limit of the hardware. The SNES had an even slower CPU than the Genesis, and I'd still guess that it could probably do better FMV than the Sega CD, if you had the storage for it, since the SNES could display more colors at once without using software tricks.

      --
      FC Closer
    7. Re:it's all about HD by heartless_ · · Score: 1

      Again another RTFA. It goes very in depth to tell you how much space is being used on the current DVD9 series. HD textures does not mean it will take more space. Blah... /. is more worthless by the month.

    8. Re:it's all about HD by rsmith-mac · · Score: 1
      Unfortunately, the GIF/JPEG thing has already been done for regular textures via DirectX Texture Compression(aka S3TC, introduced in 1998 with the Savage 3D), and 3Dc for normal maps(introduced 2004 with the ATI X800). To my knowledge there has not been any further effort on these fronts, and I'm sure Microsoft has been using DXTC on the Xbox(the NV2A GPU supports it), so the only further compression they can use for the 360 versus what they've done on the Xbox is 3Dc, and that's a more limited scenario.

      Note that this also isn't taking in to account textures that are using color schemes other than 16/32bit integer, DXTC doesn't work on FP16 textures, for example.

    9. Re:it's all about HD by AkaXakA · · Score: 1

      KTFS !
      DVD9 games out now don't use HD to it's full potential.

  5. Content Developers by Anonymous Coward · · Score: 0

    If I remember correctly during last years E3 content developers were complaining of not having enough space with standard DVD technology.

    The content developers should be the ones tell us what is enough space, not the other way around.

    1. Re:Content Developers by MyDixieWrecked · · Score: 1

      content developers were complaining of not having enough space with standard DVD technology

      that's the nature of content development. Content drives the technology to produce said content. Designers are always going to push the envelope of whatever industry their work is output on.

      When it comes to print graphics, there's has been a war between the artists who design the work and the guys in production who have to make sure the stuff prints. The same goes for web design/production.

      It's just the nature of the industry.

      --



      ...spike
      Ewwwwww, coconut...
  6. The flaw of the article by NeMon'ess · · Score: 2, Insightful

    Is that when games with lots of hi-res textures for the 256MB+ of RAM to get up to 8.5GB, some content will have to be compressed or left out. It'll be a limiting factor on how pretty the games can get. Most people will never notice, but the developers will know how much extra variety of graphics was left out for space reasons.

    1. Re:The flaw of the article by iainl · · Score: 1

      Umm, no. They compared the size of launch XBox games to current ones to get an idea of how much games grow over the lifetime of the machine. Then they measured the size of current 360 games (which already have those shiny textures you want), multiplied by the growth factor and found that the size they got would still fit on a single DVD-9.

      --
      "I Know You Are But What Am I?"
    2. Re:The flaw of the article by badasscat · · Score: 1

      Umm, no. They compared the size of launch XBox games to current ones to get an idea of how much games grow over the lifetime of the machine. Then they measured the size of current 360 games (which already have those shiny textures you want)

      And three of those four games are at or above 4GB. Two of them are 4.5GB, right at the edge of the capacity of a single layer DVD.

      Developers by and large don't want to use a second layer if they can avoid it, both because streaming becomes a problem when you have to switch back and forth between layers and because it's more expensive to produce dual layer discs. So you're already seeing that these games are basically at the capacity limit. Eventually developers will have to push beyond 4.7GB - they will have no choice - but once that line is crossed, you will see a ramp-up to 9GB very, very quickly, because there's no point trying to fit a game under 4.7GB anymore. And then there's nowhere else to go.

      Textures on the current generation of machines are already compressed using algorithms similar to jpg. Compression is not going to get much better, if any. The only answer when you're talking eight times the resolution is a corresponding increase in texture size.

      My guess is once the first dual-layer Xbox 360 games hit the market, you will see a significant difference in texture quality and variety (with fewer repeating textures) compared to what's out there right now. But that's going to be as good as it gets, and it's going to happen pretty soon. There's no more headroom once you hit the texture storage limit of a DVD9.

      It's a limitation the PS3 basically doesn't have. You can never have too much storage. It wasn't a big deal with the PS1 and Saturn because they were only displaying 320x240 images anyway, but it *is* a big reason why those games look so chunky to us now. It became a bigger deal in the PS2/Xbox/GameCube generation when higher resolutions and anti-aliasing let us see more clearly just how little detail there was in the textures of some games. In high-def, with resolutions of 1920x1080, you're going to need massive textures to make certain types of games look at all convincing or interesting. A fighting or sports game is one thing; come back and talk to me when you see GTA or the latest and greatest MMO on the Xbox 360, and can directly compare it to the same game on the PS3. The PS3, with its maximum 50GB for texture storage, is just not limited in this same way.

  7. Content by Anonymous Coward · · Score: 0

    The disks are probably large enough, but the issue is whether that content is worth playing. Judging from the list of future Xbox 360 games, all that's upcoming is jack shit. The real question is: how much longer can M$ keep up this charade before cutting their losses and discontinuing the 360?

    1. Re:Content by Traiklin · · Score: 1

      4 years, like with the Xbox?

  8. Exactly by Anonymous Coward · · Score: 2, Insightful

    Exactly. Sequels over platform upgrades are the relevant thing here. Picking random ROMS it seems that. NES to SNES was 256 k to 2 meg. SNES to N64 was 2 to 16 meg. N64 to GC was 16 meg to several hundred.

    This is very approximate, e.g. for the GC some games are multi-disk (i.e. over 2 gig), whereas Ikaruga is under 20 meg (for the DC version at least).

    Still, A factor of 8 seems to be the norm. Of course, many Xbox games were on CD, and CD to DVD-9 is a decent jump.

    1. Re:Exactly by bigman2003 · · Score: 1

      Well, I am not a genius enough guy to do it myself...

      But what about comparing Project Gotham 2, to Project Gotham 3?

      Since PGR 3 is considered to be one of the better looking Xbox 360 titles, it might make a good comparison.

      Or, Call of Duty vs. Call of Duty 2.

      --
      No reason to lie.
    2. Re:Exactly by Phil+Wilkins · · Score: 1

      Actually NO XBox games were on CD. They were all on dual layer DVDs, because that's how the copy protection works. Some early PS2 titles were on CD, but these days, not so many.

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

      OK, plead ignorance, I haven't looked into that. I was basing that on the fact that Halo PC comes on a single CD, which decompresses to ~1.4 gig; perhaps the Xbox version ships uncompressed on a DVD.
      The PC version has a few more multiplayer levels too.

  9. wrong comparison by OleMoudi · · Score: 3, Insightful

    The thing is the examples provided are between games which share relatively common periods of time in which the technology applied to sequels does not suppose a big leap between first installments.

    We are talking here about a gaming platform which has to last by itself for ...what? 5-6 years like the PS2 did (does) ?
    Consider most games released during first 1 or 2 years of life of the PS2 fitted in a single CD almost without ripping any content.

    The article should consider the weight progression of games along the full life of a console. If we take PS2 as a good example of this, I would expect size of games to be increased by a 3x factor in the next 2-3 years.

    Clearly we'll see a HD-DVD or Blu-ray adapter for the current 360. Maybe because of high-def textures, lossless sound, maybe for videos and extras or maybe only because there is room... but developers definitely are going to use everything they've got available sooner or later.

    --
    ---------
    Thinking never hurt anybody --MacGyver
    1. Re:wrong comparison by Edward+Kmett · · Score: 1

      I hope that I am not the only one who thinks that the article was hopelessly naive.

      When people started working on games for the xbox they knew roughly what they could expect from the hardware because it was comparable to something already on the market (the PC and the PS2). It didn;t contain any radical new model of computation, or graphics hardware that was any significant change from what had gone before.

      Now look at the goals for the "next generation" hardware. If all you want is shovelware that looks a lot like the last generation of games, then I agree almost entirely with the articles assessment. There is room for a slow and steady bloat cycle on the xbox360 DVDs.

      However, there is not enough room to attempt anything that might actually try to do something novel with a great deal of space. Is it that game developers don't have a use for all of that space? Or is it really that the game developers have stuck to a formula, because there was a known amount of space available to their title for distribution.

      Also, the degree of variability in the amount of space used is a factor. No one wants to engineer a game to the exact amount of space on the disk. It results in hard cuts at the end of development as you try to shoehorn your product into the space alloted.

      Having more space than you need allows you to make design decisions that you can't otherwise make. It lets developers play with ideas that might have too high a risk:reward ratio to attempt when you are worried about having a 20% margin of error in the amount of storage for your game. And who wants to sit there worrying about being a miser with resources? Do I dare put signs up for all the stores in the village or will that waste too much texture space?

      Also, now the pixel pipelines are flexible enough that you can come up with more uses for texture memory than another pattern to throw at the wall. We have bump mapping, parallax mapping, HDR, specular and diffuse maps, etc. We can fit all sorts of stuff together in novel ways. Who is to say that won't make a big change in the amount of space required for a title?

      The first generation of xbox 360 titles look a little better than the old xbox titles, but they are hardly the quantum leap that people were hoping for. Developers have all sorts of wiggle room to eke out more processing power with these weird architectures on the xbox 360 and the ps2, so the space requirements are likely to balloon more than this fairly optimistic article admits.

      --
      Sanity is a sandbox. I prefer the swings.
    2. Re:wrong comparison by heartless_ · · Score: 1

      Another RTFA... no developer has even come close to using a single DVD9 disc up. So your whole arguement falls short... again. Does anyone on /. RTFArticles anymore?

      Developers aren't working with a restriction... ever since the DVD9 series was adopted developers have been developing with a storage medium that THEY COULDN'T POSSIBLY FILL.

      Sony and their blu-ray disc seem to be following the tradition. The blu-ray disc choice is going to make the PS3 cost $100+ more and make games cost $10 more each. Its a money move and its a dumb move.

    3. Re:wrong comparison by cgenman · · Score: 1

      I've bumped into the DVD size limit on two of my projects.

      If you look, everything is basically at the maximum for a single layer disk. Publishers simply won't let you go above that, because the manufacturing costs and defect rates both sky rocket.

      DVD size is, to game developers, 4.5 GB. Most developers are already pushing up against that limit. Remove the RAM and CPU barriers of current systems, and disk size becomes the major bottleneck.

    4. Re:wrong comparison by drinkypoo · · Score: 0, Troll

      But tons of Xbox games were on dual-layer DVDs! If you go read some nfos you'll see what was ripped or transcoded to fit a game down onto a single layer image.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  10. Re:360 Damage Control by Gulthek · · Score: 1

    Greater disasters? 3D0. Jaguar.

  11. What is so bad about multi-disc? by Guspaz · · Score: 2, Interesting

    Didn't Final Fantasy 7 ship on 4 CDs? Of course, they probably could have fit that onto once CD if they had more powerful hardware to use more modern (or just more complex) compression. Still.

    Anyhow, I would imagine it costs less to press two DVDs than it does to press one BD-ROM.

    1. Re:What is so bad about multi-disc? by BigDork1001 · · Score: 1
      What? Multi-disc? Are you crazy? Then I'd actually have to stand up, move from the couch to the cabinet, pull out the new disk, bend down and swap disks, put the old disk back in it's case, walk back over to the couch and sit back down. That'd take maybe 5 minutes total with load times and require minimal exercise.

      No, multi-disc is no way to go. I want to be able to sit on my couch for no less than 30 hours without moving an inch.

      --
      "Armed forces abroad are of little value unless there is prudent counsel at home" - Cicero
    2. Re:What is so bad about multi-disc? by dootbran · · Score: 1

      Naw, multi disc games isn't the problem. We still need to get up to change games. What we need is someone to wise up and make a game machine with built in 300 disc changer.

    3. Re:What is so bad about multi-disc? by Kris_J · · Score: 1

      Just load all but one disc onto the hard drive. There. No swapping.

    4. Re:What is so bad about multi-disc? by johnny+cashed · · Score: 1

      No, multi-disc is no way to go. I want to be able to sit on my couch for no less than 30 hours without moving an inch.

      Somebody please mod this +funny, i'm dying here.

    5. Re:What is so bad about multi-disc? by Mprx · · Score: 1

      4 CDs for the PC version, 3 CDs for the Playstation version. The majority of that space was used by FMVs.

    6. Re:What is so bad about multi-disc? by cafeman · · Score: 1

      The FMVs fit on one CD on the PC version. They were spread across all four, but separated out on their own, they filled a single CD. I don't know why the game was so big though - poor compression I assume

      --
      This is your life, and it's ending one minute at a time.
    7. Re:What is so bad about multi-disc? by rrdm2k · · Score: 1

      I dont understand all this fuss about swapping discs. Hasn't it worked before? Look at Resident Evil 4 for the Gamecube, it has two discs but that hasn't stopped it from an average score of 96% http://www.gamerankings.com/htmlpages2/535840.asp or receiving Game of the Year awards http://www.gamespot.com/pages/features/bestof2005/ index.php?day=6&page=1. I understand that some games wouldn't suit multidisc that well, for example "free-roaming" games like GTA or RPGs, but some games (FPSs) could do well with a single player disc and a multiplayer disc. Alternatively why not put the single and multiplayer components of the game on separate layers of the DVD? I admit I know very little about DVD manufacture and suchlike so could someone please enlighten me why multidisc/layer is so bad?

      --
      "Almost nobody dances sober, unless they happen to be insane." - H.P. Lovecraft
    8. Re:What is so bad about multi-disc? by Guspaz · · Score: 1

      Multilayer is already used for, IIRC, virtually all modern games. Anything that needs more than 4.5GB is going to be multilayer. Nobody is complaining about that.

      People are complaining about multi-disc. The complaint seems to not be gameplay related, but manufacturing cost. It costs more to press two CDs than one. It isn't just the cost of pressing a disc, which is pennies, but the cost of setting up the manufacturing pipeline for two seperate discs.

      The singleplayer/multiplayer split may or may not work out well, since multiplayer games usually use assets from the singleplayer part. FPS games are well suited for multiple discs simply because different levels use different monsters, different textures, different sounds, different music, etc. Common stuff can sometimes be cached on a hard drive to make more room on subsequent discs.

      Games like GTA can still be split up onto multiple discs. While the world itself is fairly static, there is a definite mission progression that would allow some of the assets to be split between two discs. As previously mentioned, cacheing as much of the content shared between discs on a hard-drive would allow for maximum space on the second disc.

      But even if half the data must be shared on both discs, you still get 1.5 discs worth of space. With modern compression in a game like GTA, audio isn't likely to take up much space. But audio, models, animation, all this stuff that would change with each mission and only be played once could benefit.

      As I said previously, I have to wonder if the cost of making two DVDs (360) would even be more than that of making a single BD-ROM (PS3).

  12. Since when is bigger better? by CyberZCat · · Score: 2, Interesting

    I for one am against bloatware. If they can make a better game in a smaller package, what's wrong with that?

    1. Re:Since when is bigger better? by Anonymous Coward · · Score: 0




      If they can make a better game in a smaller package, what's wrong with that?

      How appropriate that you'd go extolling the virtues of a smaller package, needle dick.



  13. First Prince of Persia by thenetbox · · Score: 1

    The first Prince of Persia occupied 2.44 gigs,

    I'm pretty sure that the first Prince of Persia was about 2 megabytes. :D

    1. Re:First Prince of Persia by Anonymous Coward · · Score: 3, Informative

      2 megabytes? not even. it fit on a single floppy. I would be supprised if it was more than 256k

    2. Re:First Prince of Persia by Anonymous Coward · · Score: 0

      POP:SOT, was 300mb of game data (compressed on the DVD, uncompressed on the fly while loading). Everything else was used for video and music/ambience streams which were barely compressed at all. (I know I worked on the game)


      Next-gen games can probably do with just as much sound data (and more compressed since we have the CPU to use better compression). But textures will be much bigger. Still if reliance on video is abandonned and devs are clever there will be enough space on DVD9s, at least for a while.
  14. Re:360 Damage Control by dootbran · · Score: 1

    Don't forget the Sega CD & 32X!

  15. HD textures taking more memory? I don't think so by RzUpAnmsCwrds · · Score: 1, Redundant

    I keep hearing arguments about how textures for "HD" games will take a lot more memory. But remember, PCs have supported HD (or even greater) resolutions for many years now. Games like Half-Life 2 or Unreal Tournament 2004 already have high-resolution textures (certainly enough for the 1680x1050 resolution of my LCD) and they certainly don't require an insane amount of space. UT2004, for example, with its 100+ maps, is still only 5.2GB. That's about 1/2 the space of a DVD-9.

    Most PS3 games will be released on DVD. DVDs will remain cheaper than Blu-Ray discs for most of the PS3's lifecycle, and fitting a game in 9GB of space just isn't that hard, "HD" textures or not.

    Microsoft's choice of DVD was the right one. The XBOX 360 is out there, right now, capturing marketshare and selling games. Microsoft is fixing bugs in the hardware, improving the online software, and gaining momentum in the 3rd-party development world. Meanwhile, PS3 is nowhere to be seen. The samples presented at CES and E3 are identified as "Conceptual Designs", meaning that the hardware isn't finalized or even in the prototype stage. Blu-Ray drives are beginning to appear, but they are extremely expensive and the media is nowhere to be found.

    Building a system around a technology that doesn't exist is a foolish move. NEXT tried it with a Magneto-Optical drive, and when the technology was late, expensive, and buggy, NEXT took it on the chin.

  16. It's FMV, not cutscenes that are the problem.. by Channard · · Score: 3, Insightful

    Traditionally, a lot of disc space on console releases have been taken up by full motion video scenes, which tend to be rendered in CGI rather than with the in-game engine, because fancy CGI workstations can do things the in-game engines for most games can't. The trouble is that FMV video takes up a hell of a lot of space on discs. Hopefully with the power of the 360, games producers should now have a platform where they don't need to resort to CGI for fancy looking effects. Resulting in less CGI FMV sequences and more scripted cutscenes which should take up less space.

    1. Re:It's FMV, not cutscenes that are the problem.. by Kuukai · · Score: 1

      People thought that when the PS2 came out too. CGI technology isn't standing still though. Look at the cutscenes in say, FF8 or something. They look WORSE than standard PS2 graphics. But by the time of the PS2 though, CGI started looking much better. Likewise, I expect there to be advances during the 360's lifetime. Otherwise there won't be any reason for a third Xbox. (Imagine: a Microsoft product with a lifetime of more than four years)

      --
      Sendou Wave Kick!!
    2. Re:It's FMV, not cutscenes that are the problem.. by Anonymous Coward · · Score: 0
      "Imagine: a Microsoft product with a lifetime of more than four years"

      You mean like Windows XP? :)

    3. Re:It's FMV, not cutscenes that are the problem.. by Anonymous Coward · · Score: 0

      No, he meant "a second one".

    4. Re:It's FMV, not cutscenes that are the problem.. by gravis777 · · Score: 1

      I do not have to imagine. MSDOS had a lifespan from 1981 through, what, 1995? A 14 year lifespan. Oh, don't give me that crap about different versions, about the only real thing Dos 5 and 6 added was Edit, QBasic, and Doublespace. Oh, and the shortlived MSAV. They added that ANNOYING Dosshell feature. But the primary operating system pretty much remained the same since Dos 3 (well, Dos 4 was a complete loss, we don't talk about that).

      Dos 5 and newer also shipped with games. Nibbles and Gorilla forever!

      On another note, anyone ever played a Squaresoft game here? They have not used CGI cutscenes since Final Fantasy 9, the cutscenes in Kingdom Hearts, Final Fantasy X and X-2 were all done in the Playstation.

      Big deal about space, and the cost of Blue Ray discs. Both systems will also use DVD and DVD9, and the PS3 will have 50 gig to work with when they use Blue Ray. I mean, if the same game is released on both the PS3 and the XBox 360, there should be no reason that the PS3 game would cost $10 more, as they are both released on the same media. If a game does get big enough that they need to fit it on blue-ray, I wouldn't mind paying the extra few dollars, because it probably means that more work was put into the game (as long as its not like 20 gigs of transport stream video, last thing we need is more cutscenes).

      So lets say we DO hit the 8.5 gig barrier within these console's lifecycles. Then what? Well, first, the PS3 will probably get more exclusive titles. Worse case scenario: load your common textures off onto the harddrive, and use disc swapping. I mean, in Final Fantasy when it was on CD, I could usually get in about 12 hours of gameplay before having to swap discs.

      Someone mentioned Grand Theft Auto and its huge maps. This stomped me at first too as to how we were going to get past this issue, but then something occured to me: How big, really, can a map be? I mean, what are you planning, to do the entire city of New York, in detail, having each sign have its own unique texture and bitmaps, having detailed layouts of every single building in the game so we can go in each one? Grand Theft Auto should be a game that can be played in a few days, not something you are going to spend the rest of your life playing.

      Lets say that games DO get bigger than the DVD9 barrier. We will simply see something that happened back in the days of Genesis and SNES, whereas the Genesis got more sports titles and such, and the SNES got your sidescrollers, adventure games and RPGs. Big deal.

      Stepping down off of my soapbox now.

    5. Re:It's FMV, not cutscenes that are the problem.. by Kuukai · · Score: 1

      I retract the Microsoft statement. It wasn't the main point of my comment, and it was really more a bad joke than a sustainable claim.
      On another note, anyone ever played a Squaresoft game here? They have not used CGI cutscenes since Final Fantasy 9, the cutscenes in Kingdom Hearts, Final Fantasy X and X-2 were all done in the Playstation.
      Incorrect. While they may have been rendered off of the PS2 to prove something to someone (though I'm pretty sure a better computer did it), they were probably rendered by a cluster of them and definitely not in real time. Many in-game scenes are rendered in real time, but X, X-2, and Kingdom Hearts all use beautiful, pre-rendered FMVs at some point or another which are clearly superior to the in-game graphics. I know that for at least FFX and X-2 the prerendered FMV files take up many many gigs of discspace (I've never dissected Kingdom Heats though, it might just be the opening for that, I haven't played very far either). The fact that these game have great graphics anyway just emphasizes the point that Square-Enix can't ween themselves off the FMVs, no matter how good console technology gets. And HD-happy FMVs are going to be much bigger...

      --
      Sendou Wave Kick!!
  17. Re:360 Damage Control by GeekyMike · · Score: 1

    Virtual Boy

    --
    Beware the fury of a patient man
    - John Dryden
  18. Elder Scrolls IV, anyone? by Anonymous Coward · · Score: 1

    Games like The Elder Scrolls IV shows us what developers can do with the kind of space we have today. Anyone here played Morrowind? Right. Do you remember the size of that game? Right. Now multiply the landmass found in that game with... well, at least 1,5. Then add high definition graphics. Then add at least 50 hours of high definition voice casting. And some nice high definition video as well. The result? Holy crap, you've got a whole lot of game stored on a single DVD.

    1. Re:Elder Scrolls IV, anyone? by stevejs · · Score: 1

      Had you read the article you might have seen that Morrowind was only 900 Meg - one of the smallest (size on disk) Xbox games released. Elder Scrolls doesn't use FMV, it uses the game engine just like any next gen title should.

  19. Or maybe... by Anonymous Coward · · Score: 0

    Or maybe they didn't grow because they were constrained by disk size?

  20. Re:360 Damage Control by vertinox · · Score: 1

    CD-i

    At least 3D0 and Jaguar had fun games. I can't say the same about The Phillips CD-i

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  21. Uh... False Correlation by nick_davison · · Score: 1

    It's true:

    Game A on the Xbox 1 uses <1 DVD and Game A's sequel also for the Xbox 1 uses <1 DVD.

    The same is true for games B, C, D, and E. So clearly we can state that games don't require more than one DVD, right?

    Wrong.

    Game A also used 32mb of ram, as did its sequel. Game A ran on a single cored 733mhz processor, as did its sequel. Game A's sequel even managed to run on the same graphics chipset as Game A. The same is again true for games B, C, D and E.

    So, by this logic, we can establish that newer games don't need the wasteful 512mb of next gen systems, sure as hell don't need multiple core processors that run at several ghz, and really don't need a better graphics engine. After all, each sequel ran on the same hardware as its predecessor. In fact, everyone who's bought a 360 is clearly an idiot by this reasoning.

    That's utterly flawed logic. As disc swapping kills games, developers do everything they possibly can to avoid it, including culling content. So, when CD-ROM was the best anyone had, sure, most people managed to release sequels on a single CD-ROM. When DVD turned up, they quickly stepped up and used the five times as much space - not because they were wasteful but because they'd been holding back previous games to keep them on a single disc.

    When a game like Oblivion comes out, sure, you can cram it on to one DVD but think how much more freedom the designers would have had to use unique textures if they had the space of HD-DVD or Blu-Ray. Sure, they can cram everything in to one DVD and we can tell ourselves that a single DVD is still plenty but the truth is, they're making decisions based on limited space and having to choose things to cut. Given the choice, I'd rather my game had the extra textures, additional music scores, more unique pre-recorded dialogs, etc. than have to keep reusing them to fit a single disc. Can they squeeze it in to a single disc? Sure. But that doesn't mean they aren't making trades to do so and it certainly doesn't mean games wouldn't get larger if they possibly could.

    Designers use whatever they have access to. If you have a single DVD, you'll only use a single DVD and keep cutting back your vision. When that option doesn't change for a whole generation, games won't up their requirements much during that generation - because they're hitting the same ceiling, not because they don't want or couldn't use the extra space.

    And, even assuming quantities of content don't change... From Xbox 1 to Xbox 360, you've swapped from FD to HD. That means full screen videos are ~7x the resolution and thus, to use it, require ~7x the storage. That means textures need to scale up just as much as you can see that much more detail in each one. Even if there're no more levels, no more textures used per level, no more cinematics, the same quantity of resources still takes up several times the space if you want it to fully use HD.

    Thus an appropriately textured Splinter Cell for the 360 should likely take 20gb of disk space - which just isn't going to happen as the publishers know five disks would kill the game. Without that as an option, they're forced to use the same resolution textures and console owners finally see the crap PC users have been putting up with, playing ports of console games: just how bad FD textures look when displayed on an HD screen with HD res polygons.

    1. Re:Uh... False Correlation by heartless_ · · Score: 1

      Not a single line you uttered here is even remotely true. RTFA.

      No culling of content is done because of disc space. There is 3% of the original Xbox 360 games that have used up more than 50% of the disc space. RTFA.

      Your logic is just plain stupid. The reason that newer games can stay on one disc is because of the new technology in the console. Faster CPU and RAM = better compression.

      No one... I swear no one replying to this /. post has RTFA.

    2. Re:Uh... False Correlation by Anonymous Coward · · Score: 0

      Dumbshit, give it a rest.

      People who actually make console games are posting in this thread. Right now as a matter of fact.

    3. Re:Uh... False Correlation by Anonymous Coward · · Score: 0

      No culling of content is done because of disc space. There is 3% of the original Xbox 360 games that have used up more than 50% of the disc space. RTFA.


      Completely false. The Xbox360's DVDs are limited to 7GB (the other 1.5 is reserved for security), and the majority of those are greater than 5GB if one examines the size of Pi's rips.


      Your logic is just plain stupid. The reason that newer games can stay on one disc is because of the new technology in the console. Faster CPU and RAM = better compression.


      Bullshit. Faster CPU and RAM can't even remotely help you reduce texture sizes by 8x unless you're using something like JPEG compression (yuck). Even more importantly, any game that uses streaming tech like GTA or Unreal Engine 3 is at a serious performance disadvantage on such a system.

  22. Procedural synthesis fits .kkrieger in 96 KiB by tepples · · Score: 1

    But how many of those sequals had to include the now mandatory hi-res textures for HD resolutions?

    If developers can use procedural synthesis to fit code, maps, models, and textures for an at least current-gen-quality first-person shooter for PC called .kkrieger into 96 KiB, then who needs even a DVD?

    1. Re:Procedural synthesis fits .kkrieger in 96 KiB by Max_Abernethy · · Score: 1

      Procedural texture generation is good for noisy stuff and stuff that can easily be described mathematically, but you wouldn't use it for a brick wall or scratchy gunmetal - it wouldn't be easy to find a formula for those things simpler and smaller than a compressed bitmap, and even if you did you would have wasted development time doing it. It also sucks up GPU time that could be put to better use. Moreover, I don't know what kkreiger -you- were looking at, but the one I played isn't anywhere near on par with the XBox 360.

      Here's a crazy idea - if you can't stuff all the textures you want on one DVD, use two discs. I really don't see disc storage being a serious limiting factor for video games any time soon.

    2. Re:Procedural synthesis fits .kkrieger in 96 KiB by tepples · · Score: 1

      but you wouldn't use it for a brick wall or scratchy gunmetal - it wouldn't be easy to find a formula for those things simpler and smaller than a compressed bitmap, and even if you did you would have wasted development time doing it.

      How would you draw a brick wall or scratchy gunmetal texture otherwise? That takes "development time" for which artists must be paid.

      It also sucks up GPU time that could be put to better use.

      You mean for drawing the "Now Loading" screen? Because that's when the textures would otherwise be loaded. And generating a procedural texture is an embarrassingly parallel problem, as each CPU core can generate a texture independently and stuff it in RAM for later use, and such generation can even be done in parallel with loading those textures that aren't amenable to procedural methods from the DVD.

      Moreover, I don't know what kkreiger -you- were looking at, but the one I played isn't anywhere near on par with the XBox 360.

      The fact that .kkrieger is for the Microsoft Windows PC platform does not imply that procedural texture synthesis is exclusive to the Microsoft Windows PC platform.

      if you can't stuff all the textures you want on one DVD, use two discs.

      And instruct the user to swap discs how often?

    3. Re:Procedural synthesis fits .kkrieger in 96 KiB by KDR_11k · · Score: 1

      1. Kkrieger took longer to develop than most commercial titles (though admittedly they used a smaller team) and the procedural system is VERY limited.
      2. Many games use streaming to avoid loading screens, if you do that you'll need that CPU power for the game (unless you're not using the system's full power normally).
      3. Kkrieger takes longer to load than e.g. Earth 2160 on my system.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Procedural synthesis fits .kkrieger in 96 KiB by Anonymous Coward · · Score: 0

      Between two extremes there is middle ground, generate some textures, enhance prepainted textures with dirt, scratches and similar, and load the rest.

    5. Re:Procedural synthesis fits .kkrieger in 96 KiB by KDR_11k · · Score: 1

      The problem is that even a rough texture takes as much space as a full one. Adding some random stuff to keep them from blurring is nothing new, you can see that being done in games like Serious Sam. It's not on par with handpainted detail because it looks very random.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:Procedural synthesis fits .kkrieger in 96 KiB by tepples · · Score: 1

      The problem is that even a rough texture takes as much space as a full one.

      Not necessarily with some lossy image codecs.

      [Random noise added to large textures is] not on par with handpainted detail because it looks very random.

      The point of procedural synthesis, even just procedural enhancement, is that it can look less random than just "value += k * random()".

    7. Re:Procedural synthesis fits .kkrieger in 96 KiB by KDR_11k · · Score: 1

      It looks random because it doesn't seem to reflect any surface properties. If there's a larger rock painted on the cave wall the detail texture will still treat it like normal dirt, it won't even flow along the painted surface of the object. Scratches in the concrete will have the same texture as well. Plus there's the whole deal about which parts of a surface would be most exposed to withering. If you can spend enough development ressources on creating a logic that would add those details you'd sit there five minutes during load while the game calculates the withering on various surfaces. Hell, we could let it render the lightmaps at load time! Just wait an hour until the radiosity simulation is complete!

      I think procedural objects are more useful for meshes, e.g. trees (Speed Tree) and other scenery parts that appear in large numbers and should look different each. That's more doable because meshes consist of a bunch of vectors the engine could freely modify. Textures aren't a good target.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Procedural synthesis fits .kkrieger in 96 KiB by Anonymous Coward · · Score: 0
      The problem is that even a rough texture takes as much space as a full one.
      Next you'll tell me that line art takes as much space as a photo.
      Adding some random stuff to keep them from blurring is nothing new, you can see that being done in games like Serious Sam. It's not on par with handpainted detail because it looks very random.
      Then it's done badly, good procedural textures are far from random and often better then an avarage artist could do by hand in a reasonable time frame. The reason why procedural textures aren't used has nothing to do with their quality, it's because when you have big bucks and little brain it's easier to throw artists and storage at the problem.
    9. Re:Procedural synthesis fits .kkrieger in 96 KiB by KDR_11k · · Score: 1

      Next you'll tell me that line art takes as much space as a photo.

      Unless you can find an algorithm to compress a photo into line art and turn it back that'll be a completely useless comparison since 99% of your source data is photos or comparable images. Some textures in games (e.g. normalmaps) cannot be compressed at all without creating severe artifacting.

      Using JPEG as an algorithm will give nasty artifacts when the player comes close and increases the necessary resolution for textures to avoid visible artifacts. That means more work.

      Then it's done badly, good procedural textures are far from random and often better then an avarage artist could do by hand in a reasonable time frame. The reason why procedural textures aren't used has nothing to do with their quality, it's because when you have big bucks and little brain it's easier to throw artists and storage at the problem.

      Those seen in games aren't procedural, they're images that are tiled over the surface. You'll have to go with that route unless you want to add a pixel shader that calculates the details on the fly (because otherwise you have to store an image of it in memory and no algorithm can create better source data than a good artist yet). Since there are plenty of shaders in any given scene already that'd cause more trouble than it's worth.

      Don't think people avoid procedurals because they're strange, in fact procedural generation is the holy grail of graphics development but there just aren't any procedurals that would be usable in a game and produce realistic results (hell, even prerendered CG usually uses hand painted everythings because the procedurals even the high end 3d programs offer are worthless if you want to make anything that looks decent).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  23. Core System? by tepples · · Score: 1

    Just load all but one disc onto the hard drive.

    Microsoft will not approve your game if it does not function properly on an Xbox 360 Core System.

    1. Re:Core System? by Anonymous Coward · · Score: 0

      How'd FFXI get approved then? (Or hasn't it?) It requires the hard drive.

      Maybe you get to require the hard drive if you half-ass your Live! support...

    2. Re:Core System? by Kris_J · · Score: 1

      On the Core, you swap. On the real system, you don't.

    3. Re:Core System? by tepples · · Score: 1

      On the Core, you swap.

      And you end up swapping every three minutes as the game tries to stream new areas.

  24. Background streaming of textures? by tepples · · Score: 2, Insightful

    That'd take maybe 5 minutes total with load times and require minimal exercise.

    True, more realistic disc swapping would take 30 seconds, but with free-range games that aren't really divided into distinct walled "maps" or "scenarios" such as the Grand Theft Auto series, how often would you have to get up and switch discs when the game wants to stream a map from a different disc?

    Only procedural texture synthesis will save us now.

  25. You pay for more content by tepples · · Score: 1

    Given the choice, I'd rather my game had the extra textures

    And pay the artists to draw them. Might as well use procedural texture synthesis and save a few bytes.

    additional music scores

    And pay the composer to write them. And pay the forensic musicologist to verify that they are not subconscious copies of existing copyrighted musical works (to avoid the George Harrison issue). And pay a studio orchestra to perform them.

    more unique pre-recorded dialogs, etc.

    And pay writers to write them. And pay voice actors to perform them. And pay competent translators to translate them, which is important in order to sell an E- or T-rated game in Europe. And pay other voice actors to perform them in other languages.

    Pay, pay, pay. You say you want a Revolution?

    From Xbox 1 to Xbox 360, you've swapped from FD to HD. That means full screen videos are ~7x the resolution and thus, to use it, require ~7x the storage.

    Xbox ran in EDTV, or 720x480. Xbox 360 runs in HDTV, which is usually 1280x720 on LCD and plasma displays. That's only 2.67 times.

    1. Re:You pay for more content by KDR_11k · · Score: 1

      The artists draw those anyway, textures are usually downsampled at the end when it turns out they don't fit. And procedural synthesis doesn't give you bark if you tell it "give me bark", it requires workers to feed it the proper base data and if it's as versatile as painting textures directly it'll require similar work as well.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  26. FFXI topical? by tepples · · Score: 2, Insightful

    How'd FFXI get approved then?

    Until May 2006, when Final Fantasy XI for Xbox 360 is released in the United States and Canada, Final Fantasy XI is a PS2 exclusive. PS2 releases are approved by SCEA, not Microsoft Xbox Division.

    1. Re:FFXI topical? by Blackwulf · · Score: 2, Insightful
      Until May 2006, when Final Fantasy XI for Xbox 360 is released in the United States and Canada, Final Fantasy XI is a PS2 exclusive. PS2 releases are approved by SCEA, not Microsoft Xbox Division.

      However, the beta is out now, and if the retail game is anything like the beta (which I'm sure it will be in this aspect) - it requres 5GB on your hard drive to install. It won't work on a Core system. So the question is valid.

  27. Re:HD textures taking more memory? I don't think s by Anonymous Coward · · Score: 0

    Just because PC games can be run at higher resolutions doesn't mean that they have been optimized for higher resolutions. Think of it this way, just because it is possible to play Quake at 1600x1200 doesn't mean that id developed textures to make it look better at 1600x1200.

    The fact is that most PC developers have targeted 800x600 (or 1024x768) with their Base textures and included slightly higher definition textures for higher resolutions (usually, just a computer tesselation to limit how noticable the pixelation of the textures are). True HD textures have not really been done yet because of the cost of maintaining textures that will look good at 1600x1200 as well as textures that look good at 800x600.

  28. Conspiracy Theory by Low2000 · · Score: 1

    Microsoft gets a cut of Xbox live content sales, right? What if by forcing developers to limit what they can put in a game when it ships, they increase the probability of more content being available later over Live? Nah that would be ridiculous ;)

  29. Disc comparisons by Rob+T+Firefly · · Score: 1

    Don't ask me where I snagged an advance copy of Madden 2007, here it is next to NHL 2001...

  30. Wrong by Anonymous Coward · · Score: 0

    A DVD limits the texture size. Textures, normal maps, height maps, everything.

  31. 512 Megs of RAM to fill by cgenman · · Score: 1

    I am having a hard time believing the idea that the media is going to make all that much difference between the PS3 and the 360. Both systems only have 512 meg of RAM to fill.

    That's funny, I have the opposite reaction. 512 megs means that you can fit 8 - 16 "ramfuls" before you run out of space. Levels in most current games load in 2 - 3 sections, so you have space for 6 - 8 levels on disk. That means that the kick-ass boss with the super-detailed intricate spline patterns and the programmatically generated tentacle animation physics will have a full 512 MB of ram to look like a dystopian nightmare, but wouldn't fit on disk on the X360.

    Current games fit in 2 - 3 GB because that's what we've got: publishers are surprisingly loathe to use double-sided disks. We'll use all of that available space, don't you worry. If we had 30GB disks today we could fill them.

    Oh, and the PS2 / Xbox 1 has good texture compression.... The "Emotion Engine" is a bit beyond GIFs. You might be able to eke out a few more percent, but don't expect a 50% file size reduction. We've been through that part of the curve already.

    1. Re:512 Megs of RAM to fill by KDR_11k · · Score: 1

      You're ignoring that a lot of stuff isn't level dependent, e.g. the player character and most of his equipment, repeating enemies, textures that were in another level as well, etc. Plus there's the gamestate that takes up RAM and is not part of the disc content.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  32. Scalable Vector Graphics!!! by newr00tic · · Score: 1

    .."They" should try to i[nv/mplem]ent Scalable (Vector?) Graphics for both 3d and 2d content in games, so that there would only be one graphic file to load for any resolution(s).

    Perhaps it would even be possible to "limit" the scalability to _only_ the few (two/three, etc.) resolution schemes that are actually used, so as to not waste space with SVG's that bear resolutions that are outside the actual frame of display-usage (or only cache _only_ the size(s) that _are_ being used)..

    Yeah; easy to say for someone not into coding/graphics, but the idea seems nice, -if it saves some space-, IMHO..

    --
    A horse can't be sick, you know, even if he wants to.
    1. Re:Scalable Vector Graphics!!! by KDR_11k · · Score: 1

      Vector graphics are useless for realistic stuff. They're nice for simple structures and would maybe work for cartoon textures but that's where it ends.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  33. HDR by WilyCoder · · Score: 1

    Bollocks.

    What happens when a game company wants to use HDR textures for every single surface in a game? That easily doubles the data size of your assets, unless you compress. HDR is coming; anything that gives us more color precision to work with is a good thing. I've heard some compare the move to HDR as important as 16->32bit color.

  34. disc swapping by tepples · · Score: 1

    Many games use streaming to avoid loading screens

    If you don't use procedural synthesis or at least procedural enhancement of smaller textures, then you'll get a lot of annoying disc switch prompts whenever the game tries to stream something from another disc.

    1. Re:disc swapping by KDR_11k · · Score: 1

      Well, we have three options here:

      1. Go multi-disc. Not really an option when streaming but maybe it'd work with something like SSX3.
      2. Use procedurals, utilize only a fraction of the machine's power for gameplay while the rest is spent on generating the graphics data.
      3. Just downsample the textures, keep disc costs and development effort low and framerate high.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:disc swapping by tepples · · Score: 1

      Just downsample the textures, keep disc costs and development effort low and framerate high.

      This might work for Revolution, where it is rumored that some games will support only up to 480p, but would this work for Xbox 360, where Microsoft requires support for 720p or better in all games?

    3. Re:disc swapping by KDR_11k · · Score: 1

      Of course. Noone can tell you your textures aren't allowed to blur. It doesn't look as good as non-blurring textures of course but if the hardware can't do it any better without making even bigger sacrifices that's the only way to do it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  35. Bow to Carmack by tepples · · Score: 1

    Hell, we could let it render the lightmaps at load time! Just wait an hour until the radiosity simulation is complete!

    Doom 3 renders the lightmaps at runtime using the Creative's Reverse algorithm.

    1. Re:Bow to Carmack by KDR_11k · · Score: 1

      There are no lightmaps in Doom 3. That's also the reason it's so dark, only direct light is calculated, there is no light bouncing, which accounts for most of the light we see in real life. Radiosity is a BIG factor in the realism of a scene.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  36. Re:360 Damage Control by Gulthek · · Score: 1

    True, and I almost included it. But the CD-I wasn't intended soley as a videogame platform but more of a computer for the tv.

    I did finish "Escape from Cyber City" though ...

    with the *remote* controller. Agaaahhh!

    Though nothing haunts me like the "na na na na" sound that the little enemies made in the hideous "Dark Castle". Reward for finishing the game? Playing it again exactly the same! Woo!

  37. yay for abuse of moderation by drinkypoo · · Score: 1

    This is entirely factual. As such it cannot be a troll. In addition, it's not even flamebait! There is a moderator on my ass, and I don't know why.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"