CGI-Quality said:
Why was this necessary? |
Hes probably trying to joke about the button sequencing events of the game...
CGI-Quality said:
Why was this necessary? |
Hes probably trying to joke about the button sequencing events of the game...
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. |
though the more you use compression the increased likelyhood of compression artifact's are more than likely will be generated. and they in all likelyhood stand out more because of the prebaked lighting because now not only do you have artifact's they are now blooming with light..
I AM BOLO
100% lover "nothing else matter's" after that...
ps:
Proud psOne/2/3/p owner. I survived Aplcalyps3 and all I got was this lousy Signature.
erazor said: Tim Moss, Director of Technology at Sony Santa Monica, has revealed the monstrous amount of space that God of War III is set to take up on Blu-Ray. In a tweet this morning, Moss states “#GOW3 35Gb of goodness. Thank heavens for Dual Layer Blu-Rays”. Blu-Ray capacity is currently averaging at 25 for single-layer, with this doubling to 50GB for dual layered discs. Recent developments have also allowed single-layer to reach a capacity of 33.4GB for single-layer, so it’ll be an exciting time for PlayStation 3 owners when Sony begin to adopt larger sizes … the thing is, will the developers have enough content to fill them? We bet Hideo Kojima will!
http://www.thelostgamer.com/2010/02/21/god-of-war-iii-utilises-35gb-of-blu-ray-space/ |
Too bad for Kojima who had to gimp MGS4 because it would take two Blu Ray discs just to satisfy what he had in mind. They say thank heavens, but Sony gives them space limitations so that we believe Blu Ray is worth a damn. :)
MikeB said:
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.
joeorc said: though the more you use compression the increased likelyhood of compression artifact's are more than likely will be generated. and they in all likelyhood stand out more because of the prebaked lighting because now not only do you have artifact's they are now blooming with light.. |
Luckily its never a sunny day it Kratos' world.
S.T.A.G.E. said:
Too bad for Kojima who had to gimp MGS4 because it would take two Blu Ray discs just to satisfy what he had in mind. They say thank heavens, but Sony gives them space limitations so that we believe Blu Ray is worth a damn. :) |
I think what it realy boil's down to is this:
1)pro xbox360 gamer's view the SONY game developer's could make games that use less space and that they make the game's that way just to promote Blu-Ray when they do not need to. and that they could take a que from developer's at microsoft or many 3rd party developer's.
an
2)pro ps3 gamer's view that Microsoft game developer's an many 3rd party developer's could make game's that use more space and that they make game's with cut content because of the limit's of DVD and only do so because they want to make it so they can say see blu-ray was not needed.
but what it is :
that it depend's on each developer, and the developer's TEAM'S and their vision for their game. they are artist's putting a limit on artist's is like trying to say that you have to make something within these factor's. when we all know Artist's have been known to alway's go outside the limit's. If they did not go outside limit's you would see kind of bland representive of the game development art that is their game's an in my opinion. who would want to see that?
I AM BOLO
100% lover "nothing else matter's" after that...
ps:
Proud psOne/2/3/p owner. I survived Aplcalyps3 and all I got was this lousy Signature.
WilliamWatts said:
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.
|
which not all developer's use Direct X:
example :
Jack HoxleyMVP
states:
As a word of warning... a lot of developers get quite "polarised" about OpenGL vs Direct3D - it's the source of far too many flame wars in the digital world. Be careful how/where you ask
ZMan's post summarises things nicely.
Direct3D is primarily, although not exclusively, for gaming and multimedia applications. It's what it's great at. OpenGL can do this as well, but it has a long history (and is still extensively used) outside of the gaming/multimedia world - CAD, Scientific Visualization etc...
|
The bottom line / my advice to you... have a look at *both* API's and decide which one suits you better. I'm obviously biased towards one - but each to their own
hth
Jack
like I stated before you have two camp's stating one of their way's is better to develop game's on an that they could use this tool or that, but I guess it all depends on said developer's.
I AM BOLO
100% lover "nothing else matter's" after that...
ps:
Proud psOne/2/3/p owner. I survived Aplcalyps3 and all I got was this lousy Signature.
@ WilliamWatts
@ WilliamWath