WilliamWatts said:
Next generation the majority of the expenditure of developers in terms of the increased performance will be in relation to implementing 3D and running at 1920/1080 with 2GB being the maximum quantity of ram forseeable on a 128bit bus and being limited by the streaming speed of the opical media in terms of overall texture size. I doubt that there will be an increase in the quality of assets because almost all next generation games will have to run on current generation hardware. MS Flight sim has a lower texture compression ratio than the Xbox 360 and they have to install the low, medium and high level textures. That game would probably fit onto a single 360 disc if they wanted to. |
but the problem is its not just TEXTURES there is other parts that increase the over all required space that will be needed:
and example is:
Procedural Synthesis: gaming's fountain of youth?
The above image is from .kkrieger, a game that with Unreal graphics less than 97 kilobytes in size ... for the entire game. So what is its secret? A technique known as procedural synthesis (or procedural generation) that, in a nutshell, uses clever and complex algorithms to make graphics, as opposed to pre-set artwork made by a design team. Thus, the procedural graphics are run by the processor and improve (or degrade) with the CPU speed. An example of a game based off this idea is Will Wright's Spore.
What if all games were made with procedural synthesis in mind? That's the question that About.com's Aaron Stanton is proposing. If a game is made entirely using algorithms, could an older console game look vastly improved
on a next-generation machine? Imagine Ocarina of Time looking like Twlight Princess.
While theoretically beneficial to consumers, it would be a logistical nightmare for developers and publishers. If Madden 2007's graphics and realism continued to improve with each generation and processor upgrade, what incentive could EA give for us to buy future annual installments? Stanton outlines the other issues associated with procedural synthesis, so be sure to check them out -- it is an interesting read.
so with small footprint like that way are not game developer's do that it's simple.
the big problem is not so much that game could look very good because procedural generation looks very good no doubt
the problem with that is the unique art direction assets suffer because there is less of a unique feel of the envirement due to duplication vs the unique are being done by artist's instead of being automated.
which also mean's
" more space is need depending on what direction you want for your game"
when you as a developer design's it.
it depend's on the developer mainly their skill and the results they can get over time.
I AM BOLO
100% lover "nothing else matter's" after that...
ps:
Proud psOne/2/3/p owner. I survived Aplcalyps3 and all I got was this lousy Signature.