rccsetzer said:
joeorc said:
WilliamWatts said:
joeorc said:
WilliamWatts said:
Nah, they may never launch a Blu Ray drive, and if they did, about 12 GB of space on the disc will be taken up by security. So long as they can fit 8-9GB on a single disc they'd be happy to stick it out with DVD or similar for another generation. Direct Download is more important to them than optical disc delivery. They simply don't want developers to be able to have too much disc space and the growing game on demand services will probably ensure that most games never really go above 10GB for the forseeable future.
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umm that not true anymore, an more so as time will go on right now like alway's that depends on the Game mainly, and with HD being more an more of a target dynamic with current console game's ,it just may be more and more space for game's may be needed due to some limit's in boradband distribution infrastructure and DVD's limit per single and DL capacity, that's just something that you have way's to get past that hurdle but in most cases it is more expensive to do so. now granted not all game's will need anymore space than DL DVD's or more than say 4MB/sec of digital download speed to gather the game in a timely manner so yea not all but there will be plenty of game's being developed now and the future to make it a viability to have the notion you may indeed need the extra space or broadband speed.
just look at google's broadband investment for ISP goal google want's to see if they can get : 100gb/sec speed , yes not everyone will have that or even Google may not exceed ANYWHERE NEAR that level. but it's an investment and a goal.
as for game's not going past 10GB i think that may be less true today than previous generation due to the way game's are being made today. more so than previous generation's.
example:
Minimum System Requirements
- Windows XP SP2 / Windows Vista
- Processor: 1.0 Ghz
- RAM: Windows XP SP2 - 256MB, Windows Vista – 512MB
- Hard Drive: 14GB
- Video Card: 32MB DirectX 9 compatible
- Other: DX9 hardware compatibility and audio board with speakers and/or headphones
- Online/Multiplayer Requirements: 56.6 kbps or better for online play
http://www.microsoft.com/games/flightsimulatorX/product_info.html
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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.
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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:
by Ross Miller { Jul 12th 2006 at 6:15PM }
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.
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I can only imagine the number of bugs and glitches a game like that will have. No, thanks! :D
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actually procedural synthesi is pretty good
less bug's than you think.
example:
Oblivion will fit on one disc. This isn't surprising, since Oblivion makes use of one of the technologies that Microsoft emphasizes on the Xbox 360 called Procedural Synthesis.
would you call Oblivion a bad game with too much gliches and bug's to make the game not very fun to play?
I would not i considered it one of the best game's sofar this generation on the xbox360 ps3 or PC
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.