TheRealMafoo said:
There are three options here:
my personnel vote is for #3. They got some smart guys on there team that I am sure know about lossless compression. If they are not using it, it's for a reason. |
I didn't say they should be using it, that would be arrogant of me. What I said was that they should use it if they're space constrained. So let me add option 4:
4- They don't need to use audio compression because they're not lacking space.
Your option number 3 has a problem. If they were as space constrained as they say, implementing lossless/lossy audio compression
would certainly have big priority. Furthermore, regarding CPU cycles, I heavily doubt they'd be so near 100% usage without having framerate issues in more packed levels. To have a stable game, you need to have a safety gap to 100% processor usage, otherwise you're just asking for trouble. It's not something I can prove, but given that lossless decompression algorithms are so light (many small devices do it without any problem), I think the probability of that being the case is extremely low.
I believe 2 or 4 should be the case.
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