Its probably all uncompressed data put on the disk multiple times so it doesn't have to have an install.
Its probably all uncompressed data put on the disk multiple times so it doesn't have to have an install.
Uncompressed 7.1 Audio, 9+ languages, the game should take 10GB.....the uncompressed audio another 10GB...and 15GB of pure voiceovers?
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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).
MikeB said:
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.
that's a lot of quick time events... oh sorry thought this was heavy rain.
thank god for blu-ray (and Sony) so we can play amazing games and the industry keeps moving forward into the true next generation.
WilliamWatts said:
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.
i quote an Article from the Sixthaxis:
"Tim Moss, Director of Technology at Sony Santa Monica has confirmed that the European version of God Of War III takes up more than 40GB of Blu-ray space. “In low 40’s,” he said, “9+ languages.”
Moss previously said that the US version is around 35GB, so that means that the languages spoken by Kratos and pals alone is greater than the capacity of a standard single-sided DVD."
“It appeared that there had even been demonstrations to thank Big Brother for raising the chocolate ration to twenty grams a week. And only yesterday, he reflected, it had been announced that the ration was to be reduced to twenty grams a week. Was it possible that they could swallow that, after only twenty-four hours? Yes, they swallowed it.”
- George Orwell, ‘1984’
@ WilliamWatts
And of course, such a level of procedural synthesis requires a large amount of processing power. The Cell can do that (it's awesome for decoding as well as procedural synthesis), but for some games one may prefer to utilize this horsepower elswhere.
Procedural synthesis besides the inferior end results also take more time to develop. So I think produral synthesis of assets will likely remain an additional option for some parts of games rather than taking over for the foreseeable future.