Mifely said:
Textures, sound, and animation (a lot of the things that can be made lower-quality easily) are usually compressed as well. 120MB of textures is a lot more texture data than 30M 32-bit RGBA values, in other words. My numbers are pretty close -- The textures might take up some additional memory (like part of the 60 extra megs I mentioned), but not as much as you might think. I should add that, if the texture/animation/sound data is compressed, it requires some CPU horsepower to decompress and utilize each frame... another gotcha for the Wii, relative to the PS3/360 -- in order to process the data fast enough the Wii not only needs the data to be smaller, but in some cases might require less efficient compression than the more powerful consoles. The Wii will always have great exclusives. It will never share games experiences with the other consoles, but that doesn't mean it won't have great games -- obviously it does. Downporting to it is kinda pointless, in that its so difficult, that developers are always better off making a game focused solely on the Wii's strengths, instead of trying to shove a game that uses the "big" consoles' strengths onto the Wii.
|
Your general numbers are right but a few things are off.
Remember the PS3 only has 256 Mb + 256Mb for graphics ( most of it is going to be texture)
20 M for the sound, I would be hardly surprised if sound took more than a couple Mb honestly, it's uncompressed on the fly and played like that, there's no sound buffering per say in memory, nothing significant at least.
60Mb Physics/Collision data is mighty high too. The way it's handled is the game has the Visualization tree in memory and it's used for Physics/Collision too.








