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joeorc said:

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.

 

 

Precedural synthesis is pretty interesting as a concept. However unfortunately it would probably mean that the stereotypical game took place on the arctic with a lot of snow cover because snow is easy to synthesise along with pine trees because they tend to look quite similar. It would need several orders of magnitude more performance to synthesise an entire game like that however it would be an interesting concept for downloadable games in that they could leverage the performance of the console to download a small game and then synthesise the content over perhaps 6 hours to get to the point where the game can run and then continue to synthesise the content until its all fleshed out. It certainly does put the whole game development/delivery paradigm on its head and only content which cannot easily be synthesised would have to be delivered.

They actually use this technique a lot in sports games for the crowd so its not completely new to mainstream game development.