DonFerrari on 02 November 2017
MajorMalfunction said:
DonFerrari said:
Not related to the topic of size and the BCN.
But there is also those techniques to "compress-not detail" that will render on lower quality what is far and will make the game lighter and also improve drawing distance, but sure some devs make mistakes on it by making the transition not be smooth and generate the popins and "out of foucs" texture.
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Pop-in and otherwise non-smooth transitions are a problem of loading data, and selected draw distance, and are not totally related to base texture quality, if the base mipmap size is large enough. When a texture isn't fully loaded, because they no longer have to be, due to sparse virtual textures being a given this gen, the system uses a too small mipmap of the given texture, resulting in a blurry/out of focus appearance. Rage had this problem because there wasn't enough memory on the PS360 to accomodate large enough textures (2K by 2K for a 1080p screen, plus and 2-8 2K by 2K texture tiles for what you need to texture outside the viewing frustum). JPEG transcoding at runtime (JPEG to BCN) is also a thing developers do.
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I'm not totally technical on that... but although tiling and temp resolution are fantastic to free up computational power, if you move unexpectdely then all hell break lose.
And I know it isn't related to texture quality or size, but how they decided to use it. Just posted off-topic because it remembered me on similarity on compressing/compromissing quality for size of processing.
burninmylight said:
TallSilhouette said: People really underestimate how much space hours and hours of voiced dialogue take up... |
I've recently posted in a similar thread about how Uncharted 3 taught me how huge of a deal this is. I think if devs did what UC3 did and allowed you to download each language pack seperately, that would save tons of space.
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I see little reason fro devs not to offer you to keep some unnecessary data outside of your HDD and download. But it really isn't common to see what UC3 done.