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DVD size limiting Project Gotham Racing 4 |
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| BillMan |
Jul 31 2007, 05:18 AM
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X-S Enthusiast
Group: XS-BANNED
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********************************************************************** We've been through this, DVD9 is plenty of space. The problem comes in when developers don't want to spend the extra time/money to fully optimize their code and media support files. I guarantee they could fit it all if they took the time to optimize, they just don't want to do that when they get next to nothing for that extra time in return...
Don't blame the fact that you can't fit your game on the DVD9 format on the size, blame the CODE, and ultimately the CODER.
EDIT: How much do you want to bet the disc is packed with bloated pre-rendedered cinematics at maximum resolution and bitrate? LOL. ********************************************************************** Sorry, new to this and responding to this POST
Then your talking about compressing which is a very bad idea. The more things are compressed, the more jittery they become and more CPU resource is needed. Everything runs better at an uncompressed rate. You need to remember that, and this is stricltly why devolpers don't like to do so. And if DVD9 had enough space for HD movies, we would still be using the DVD format. but we switched to HDDVD. You also need to remember most games use upscaling on the Xbox360, which with PS3 we dont need to worry about.
So remember their are reasons you dont get when you talk about compressing. Very bad idea.
Also for the compressed materials, you have to remmeber it will make your 360 work harder, which means more RROD's hahaha! So I'm sure they are trying to stay away from that. And the thing is, we dont know if it was lazzyness for the code or not. Microsoft said they were working on making it fit onto a single DVD, So i'm sure they were recording it the best they could. You all have to learn to read the full article. If they could have the game the way they wanted it to be, they would of compressed it more. (if they could) But I dont watn games compressed due to the RROD.
Running games off an HD is very very bad idea for the 360 at this point. We need to focus on having the damn console work first.
This post has been edited by BillMan: Jul 31 2007, 05:36 AM
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| jdsony |
Jul 31 2007, 07:03 AM
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X-S X-perience
 
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Joined: 1-October 04
Member No.: 152145

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QUOTE(FCTE @ Jul 31 2007, 01:58 AM)  I guess I should start building a new gaming PC.
Last time I checked PC games were still virtually ALL on DVD. Sure they can compress them so they install larger on the HD but in general they don't really become all that much bigger after install. I don't see it as a problem. Yes it does make more work for DEVS and more space is better but honestly night time and daytime textures? The lighting system is obviously not based on reality. They should really work on making the game fun instead of a chore. And what's with driving in a blizzard? It's a cool idea but not for that kind of game. This post has been edited by jdsony: Jul 31 2007, 07:04 AM
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| ewok666 |
Jul 31 2007, 11:56 AM
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X-S Member

Group: Members
Posts: 136
Joined: 13-January 03
Member No.: 19383

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QUOTE(feflicker @ Jul 31 2007, 01:50 AM)  We've been through this, DVD9 is plenty of space. The problem comes in when developers don't want to spend the extra time/money to fully optimize their code and media support files. I guarantee they could fit it all if they took the time to optimize, they just don't want to do that when they get next to nothing for that extra time in return...
Don't blame the fact that you can't fit your game on the DVD9 format on the size, blame the CODE, and ultimately the CODER.
EDIT: How much do you want to bet the disc is packed with bloated pre-rendedered cinematics at maximum resolution and bitrate? LOL.
QUOTE(feflicker @ Jul 31 2007, 01:50 AM)  We've been through this, DVD9 is plenty of space. The problem comes in when developers don't want to spend the extra time/money to fully optimize their code and media support files. I guarantee they could fit it all if they took the time to optimize, they just don't want to do that when they get next to nothing for that extra time in return...
Don't blame the fact that you can't fit your game on the DVD9 format on the size, blame the CODE, and ultimately the CODER.
EDIT: How much do you want to bet the disc is packed with bloated pre-rendedered cinematics at maximum resolution and bitrate? LOL.
Couldn't agree more. Only someone with a limited horizon, as most developers have, would come up with the idea of separate textures for different lighting conditions. Maybe someone who lives in the real world should talk to them. The buildings, roads, trees, cars.....everything....is always the same. It's just the LIGHT that makes it look differently. But hey, why not just use tons of textures instead!?
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| cerealkillajme |
Jul 31 2007, 01:14 PM
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X-S Messiah
      
Group: Head Moderator
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From: The Den
Member No.: 238013
Xbox Version: v1.6
360 version: v1 (xenon)

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QUOTE(Cyberdude93 @ Jul 30 2007, 08:46 PM)  Seconded. There's some funky technique called procedural generation to generate content on the fly. There are many good examples of this in use, like a 96kB first person shooter, but a bit more on-topic is the Live Arcade game RoboBlitz: 480MB to 3MB. I think it's safe to say that'd make any 360 game have no problems fitting in 8.3GB. Now I'm no expert, but from what I make it, using this technique would mean less work in the long run too. Write the algorithims to make textures ONCE, then you don't need to hire as many artists for every future game you make. It's a win win if you ever plan to make any game remotely similar. And on a completely different note, I've heard that some Atari/Amiga games on multiple disks could run either asking you to swap, or play more seamlessly if you had multiple floppy drives. Bearing in mind that was in the day when floppy drives were really expensive. Regular DVD drives are dirt cheap, Microsoft could sell one at a profit and allow games to either disc-swap (for the cheap, or those who think two DVD drives is ugly) or use both at once when appropriate. And really, if 16.6GB isn't enough then unless you're making a huge RPG, you're just doing it wrong. Yeah, as I was reading the article that was the first thing that popped into my head (procedural generation). A guy I work with had told me about the the tech a few months ago and when he told me the first thing I thought at the time was, "well, guess Bluray won't be needed for PS3 games". I'm surprised the industry isn't already using the new tech as it looks better and saves loads of space that can be used for better things than textures. I wonder if the PGR4 devs even know about it or have used/tried it out. Here is a pretty good Procedural Texturing Site with lots of pics and demos that show how useful the tech is. This post has been edited by cerealkillajme: Jul 31 2007, 01:16 PM
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| Fantmx |
Jul 31 2007, 02:26 PM
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X-S Member

Group: Members
Posts: 77
Joined: 12-January 04
Member No.: 91353

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QUOTE(BillMan @ Jul 31 2007, 05:54 AM)  ********************************************************************** We've been through this, DVD9 is plenty of space. The problem comes in when developers don't want to spend the extra time/money to fully optimize their code and media support files. I guarantee they could fit it all if they took the time to optimize, they just don't want to do that when they get next to nothing for that extra time in return...
Don't blame the fact that you can't fit your game on the DVD9 format on the size, blame the CODE, and ultimately the CODER.
EDIT: How much do you want to bet the disc is packed with bloated pre-rendedered cinematics at maximum resolution and bitrate? LOL. ********************************************************************** Sorry, new to this and responding to this POST
Then your talking about compressing which is a very bad idea. The more things are compressed, the more jittery they become and more CPU resource is needed. Everything runs better at an uncompressed rate. You need to remember that, and this is stricltly why devolpers don't like to do so. And if DVD9 had enough space for HD movies, we would still be using the DVD format. but we switched to HDDVD. You also need to remember most games use upscaling on the Xbox360, which with PS3 we dont need to worry about.
So remember their are reasons you dont get when you talk about compressing. Very bad idea.
Also for the compressed materials, you have to remmeber it will make your 360 work harder, which means more RROD's hahaha! So I'm sure they are trying to stay away from that. And the thing is, we dont know if it was lazzyness for the code or not. Microsoft said they were working on making it fit onto a single DVD, So i'm sure they were recording it the best they could. You all have to learn to read the full article. If they could have the game the way they wanted it to be, they would of compressed it more. (if they could) But I dont watn games compressed due to the RROD.
Running games off an HD is very very bad idea for the 360 at this point. We need to focus on having the damn console work first.
Recording what? If they are using pre-rendered cut scenese, they ARE being lazy. The current generation hardware has more than enough power to render the cut scenes in real time. Nowhere in your quoted post is compression mentioned. Optimization is not compression. There is absolutely no need for multiple textures for day and night. It can all be done with lighting. The coders are being lazy.
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| Jagosix |
Jul 31 2007, 02:34 PM
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X-S X-perience
 
Group: Members
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Member No.: 9379
Xbox Version: v1.0
360 version: v3.0 (falcon)

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QUOTE(BillMan @ Jul 31 2007, 04:54 AM)  ********************************************************************** We've been through this, DVD9 is plenty of space. The problem comes in when developers don't want to spend the extra time/money to fully optimize their code and media support files. I guarantee they could fit it all if they took the time to optimize, they just don't want to do that when they get next to nothing for that extra time in return...
Don't blame the fact that you can't fit your game on the DVD9 format on the size, blame the CODE, and ultimately the CODER.
EDIT: How much do you want to bet the disc is packed with bloated pre-rendedered cinematics at maximum resolution and bitrate? LOL. ********************************************************************** Sorry, new to this and responding to this POST
Then your talking about compressing which is a very bad idea. The more things are compressed, the more jittery they become and more CPU resource is needed. Everything runs better at an uncompressed rate. You need to remember that, and this is stricltly why devolpers don't like to do so. And if DVD9 had enough space for HD movies, we would still be using the DVD format. but we switched to HDDVD. You also need to remember most games use upscaling on the Xbox360, which with PS3 we dont need to worry about.
So remember their are reasons you dont get when you talk about compressing. Very bad idea.
Also for the compressed materials, you have to remmeber it will make your 360 work harder, which means more RROD's hahaha! So I'm sure they are trying to stay away from that. And the thing is, we dont know if it was lazzyness for the code or not. Microsoft said they were working on making it fit onto a single DVD, So i'm sure they were recording it the best they could. You all have to learn to read the full article. If they could have the game the way they wanted it to be, they would of compressed it more. (if they could) But I dont watn games compressed due to the RROD.
Running games off an HD is very very bad idea for the 360 at this point. We need to focus on having the damn console work first.
Hello Fellow Gamers. Well some companies are implementing some type of Procedural Programming in some of their games. M$ should've made it a standard from the begging. Gears of war only takes up 6.43GB (add in all the current maps & up have 7.2GB). Forza 2 takes up 6.53GB. All of this still boils down to the programmers & their ability to utilize such features. This topic has appeared before the X360 even launched. Now it rears its' head again. IF (& that's a big IF) The programmers (Developers) really utilize this technique of procedural programming, the amount of information (data) stored on a game would easily rival that of current HD-DVD & BLuRay. Also there are different types of compression techniques that are used when making a game on all levels You have Lossy & Lossless. Lossless is a class of data compression algorithms that allows the exact original data to be reconstructed from the compressed data (like a zip or rar file). Lossy compression method is one where compressing data and then decompressing it retrieves data that may well be different from the original, but is close enough to be useful in some way (for ex. MP3, Mp4, Jpeg, etc). Again, just about every video game contains some form of compression. Even the ones on Sony's blu-ray. DVD9 is enough space for HD Movies. VC1 movies (movie only) will fit on a DVD9, But all the extras won't. More space doesn't make better games. Better developers (programmers) Do. Utilizing the BEST available techniques & taking advantage of current technology will result in better games that'll use as little space as possible. Nintendo has a proven track record for utilizing space. Everyone else should learn from that.
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