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MikeB said:
WilliamWatts said:
MikeB said:
flowjo said:
so if this game was on 360 it would need 4 discs ... for an action game??

ohh man its gonna be awesome.

35 GIGS!!! im gonna smell my copy and admire it for like 5 mins then play it

360 DVDs hold no more than 6.8 GB of gamedata, so with equal level quality audio and textures 6 DVDs and potentially even 7 as developers usually resort to data duplicated when spanning a game on multiple discs (for consumer convenience).

It could probably fit into one DVD easily with a next generation GPU. They could do all the lighting prebaked into textures in real time. I suspect this type of game will be uncommon in the next generation because of this. 10:1 vs 8:1 texture compression helps as well.


Can you provide a source? I only read about their advanced HDRL technology, thousands of dynamic light sources and quadrupled resolution for textures.

I think the only option to make the data that small would be procedural synthesis, which almost always results into far inferior end results compared to hand drawn assets.

Its something which is pretty obvious (at least to me) because of the fact that its a pretty common technique for games which have a static time of day and general lightsources. The fact that the game uses so much space gives it away because if they were actually creating that many unique textures it would blow the budget sky high. A texture prebaked to a certain lighting condition cannot be used more than once unless the lighting is identical. So even if they haven't stated so explicitly (which they won't before release as it might damage the 'aura' of the game) they're very likely doing this.

Direct X 11 allows for higher compression of textures without noticeable loss in quality so therefore more high quality textures could fit onto the same disc. With Compute shader it will be able to light the scene dynamically without dropping performance under 60FPS and tessellation means that any models for terrain or characters can be stored in less than a tenth of the space.