| TheJimbo1234 said: -_- Why? Why is any of that hard to accept. And I say accept over believe because just do the numbers/study the field and you will then agree with me. |
Agree with what? something that isn't not common sense?
a game's size doesn't equal it being better or worse. today's graphic engines are all about being less resource heavy and more functional, polygons get smaller and smaller every year, and especially now that we're seeing changes in game texturing in that we're using Voxel graphics instead of Polygons, Voxels are way different than Polygons in that they are less resource heavy and are more "Smoother" as they're not squares they're little dots of balls, you will not need much GPU power or file memory, instead you'll need CPU power, you can see this being used in games nowadays actually for example Everquest next, this technology will only get better with time.

it can improve a lot of things in games such as fully destructable environment

a game's size depends on if the game was compiled the right way in an SDK (any) and C++ coder and then thrown into a graphic engine that isn't resource heavy such as the old Crytek engine, the whole thing is like lego , you build then animate and then code it on C++ so it actually functions in an order (such as opening scene and different levels), graphic programs such as ZBrush use voxels nowadays iinstead of polygons and they're really good, they make games looks really nice God Of war Ascension used this which is why it was able to run on an old tech yet look good.
he mentions it at 3:20 minutes in this video.
after sculpting a model you go into something called SDK or Graphic engine, where you place this model into the game world, old graphic engines were very resource heavy and demanded a lot of memory, but nowadays thanks to mobile gaming developers are forced to optimize their graphic engines so that so they require less resources and now engines such as Unity are very good at doing this, its also very good at being multiplatform engine so if you say want to make a PC game and port to a tablet for example you don't have to build it from the ground up, you just port it, these resource friendly engines are currently beating the old sloggy graphics engines so companies who own those are forced to make better engines such as Unreal Engine and CryEngine, so with time Memory will be smaller and smaller yet the games will look better and better.
Now that covers Texturing and animations correct? what about motion capture animation? developers now find it easier to make motion capture than to animate every single texture in every cutscene, what does that mean? currect it means less memory usage and smaller game files, i can go on forever but consider this , how big is Killzone 2's game file is? about 40 GB, how big is Metro Last Light is ? (i own it) and its barely 8 gigabytes , which game looks better? Metro of course, how can that be? its because Killzone 2 is uncompressed as fuck and was made with terrible coding and compiling, it looked good at it's time but it isn't really good compared to Metro or even Bioshock Inifinite (which is 12 gb) or Tomb Raider (which is probably 4 gb) , you know why? because they all used better SDKs and better graphic technologies

which is why Killzone Shadow Fall was slightly SMALLER than Killzone 2 and even Call OF Duty Ghosts (which looks like complete shit) was 50 gigs on PC so size doesn't matter , why was Shadow Fall smaller than KZ2 ? because KZ2 used old polygon technology and KZ Shadow fall uses new ones to make textures, they didn't use voxels but if they did it would be around 6 gb, and if you add the CGI cutscenes and the UNCOMPRESSED LOSSLESS music and sound effects and voice acting it will be around 10 GB, no its not magic, its just basic graphic design







