360 Discs Large Enough For Content? 112
heartless_ wrote to mention a GamesFirst article exploring whether or not Xbox 360 Discs are large enough for their expected content. From the article: "The first Prince of Persia occupied 2.44 gigs, the second 2.88, an increase of only 18%. Knights of the Old Republic went from 3.65 gigs in the first installment to 3.99 gigs in the second, a 9% increase. The Splinter Cell series went from 3.71 gigs in the first to 3.05 gigs in Pandora's Tomorrow, a reduction of 18% (though it should be noted that Chaos Theory, after switching development houses, ballooned into one of the largest games on the Xbox at 5.62 gigabytes). So the assumption that games, by their nature, grow in size as they evolve is not absolutely true. They do become more complex, but not necessarily at the expense of filesize."
HD (Score:4, Insightful)
Re:HD (Score:3, Interesting)
Exactly (Score:2, Insightful)
This is very approximate, e.g. for the GC some games are multi-disk (i.e. over 2 gig), whereas Ikaruga is under 20 meg (for the DC version at least).
Still, A factor of 8 seems to be the norm. Of course, many Xbox games were on CD, and CD to DVD-9 is a decent jump.
Re:Exactly (Score:2)
But what about comparing Project Gotham 2, to Project Gotham 3?
Since PGR 3 is considered to be one of the better looking Xbox 360 titles, it might make a good comparison.
Or, Call of Duty vs. Call of Duty 2.
Re:Exactly (Score:2)
Re:HD (Score:3, Insightful)
Re:HD (Score:1)
Re:HD (Score:2)
Re:HD (Score:1)
Can't do that on a 360, a HDD isn't standard.
Re:HD (Score:2)
Procedural synthesis fits .kkrieger in 96 KiB (Score:2)
But how many of those sequals had to include the now mandatory hi-res textures for HD resolutions?
If developers can use procedural synthesis [wikipedia.org] to fit code, maps, models, and textures for an at least current-gen-quality first-person shooter for PC called .kkrieger [theprodukkt.com] into 96 KiB, then who needs even a DVD?
Re:Procedural synthesis fits .kkrieger in 96 KiB (Score:2)
Re:Procedural synthesis fits .kkrieger in 96 KiB (Score:2)
but you wouldn't use it for a brick wall or scratchy gunmetal - it wouldn't be easy to find a formula for those things simpler and smaller than a compressed bitmap, and even if you did you would have wasted development time doing it.
How would you draw a brick wall or scratchy gunmetal texture otherwise? That takes "development time" for which artists must be paid.
It also sucks up GPU time that could be put to better use.
You mean for drawing the "Now Loading" screen? Because that's when the texture
Re:Procedural synthesis fits .kkrieger in 96 KiB (Score:1)
2. Many games use streaming to avoid loading screens, if you do that you'll need that CPU power for the game (unless you're not using the system's full power normally).
3. Kkrieger takes longer to load than e.g. Earth 2160 on my system.
disc swapping (Score:1)
Many games use streaming to avoid loading screens
If you don't use procedural synthesis or at least procedural enhancement of smaller textures, then you'll get a lot of annoying disc switch prompts whenever the game tries to stream something from another disc.
Re:disc swapping (Score:1)
1. Go multi-disc. Not really an option when streaming but maybe it'd work with something like SSX3.
2. Use procedurals, utilize only a fraction of the machine's power for gameplay while the rest is spent on generating the graphics data.
3. Just downsample the textures, keep disc costs and development effort low and framerate high.
Re:disc swapping (Score:1)
Just downsample the textures, keep disc costs and development effort low and framerate high.
This might work for Revolution, where it is rumored that some games will support only up to 480p, but would this work for Xbox 360, where Microsoft requires support for 720p or better in all games?
Re:disc swapping (Score:1)
Re:Procedural synthesis fits .kkrieger in 96 KiB (Score:1)
Re:Procedural synthesis fits .kkrieger in 96 KiB (Score:1)
The problem is that even a rough texture takes as much space as a full one.
Not necessarily with some lossy image codecs.
[Random noise added to large textures is] not on par with handpainted detail because it looks very random.
The point of procedural synthesis, even just procedural enhancement, is that it can look less random than just "value += k * random()".
Re:Procedural synthesis fits .kkrieger in 96 KiB (Score:1)
Bow to Carmack (Score:1)
Hell, we could let it render the lightmaps at load time! Just wait an hour until the radiosity simulation is complete!
Doom 3 renders the lightmaps at runtime using the Creative's Reverse algorithm [wikipedia.org].
Re:Bow to Carmack (Score:1)
Re:Procedural synthesis fits .kkrieger in 96 KiB (Score:1)
Unless you can find an algorithm to compress a photo into line art and turn it back that'll be a completely useless comparison since 99% of your source data is photos or comparable images. Some textures in games (e.g. normalmaps) cannot be compressed at all without creating severe artifacting.
Using JPEG as an algorithm will give nasty artifacts when the player comes close and increases the necessary resolution for textures to avoid visible art
Re:HD (Score:1)
Scalable Vector Graphics!!! (Score:1)
Perhaps it would even be possible to "limit" the scalability to _only_ the few (two/three, etc.) resolution schemes that are actually used, so as to not waste space with SVG's that bear resolutions that are outside the actual frame of display-usage (or only cache _only_ the size(s) that _are_ being used)..
Yeah; easy to say for someo
Re:Scalable Vector Graphics!!! (Score:1)
Re:HD (Score:1)
Good! (Score:4, Insightful)
it's all about HD (Score:5, Insightful)
Comparing them to install base sizes of new PC games (think HDR Half-Life 2) is a lot more useful.
Re:it's all about HD (Score:2)
Right, but, um...don't those all fit easily on a single DVD?
Re:it's all about HD (Score:2)
Re:it's all about HD (Score:4, Informative)
Faster CPU == more compression on the textures. Quadrupling the res on the textures doesn't necessarily mean quadrupling the size requirments. Imagine using a 640 by 480 Gif image for the old console, then using a 1280 by 960 JPEG image on the next console. In one case I tried here, the
I am having a hard time believing the idea that the media is going to make all that much difference between the PS3 and the 360. Both systems only have 512 meg of RAM to fill.
Re:it's all about HD (Score:2)
Re:it's all about HD (Score:2)
512 Megs of RAM to fill (Score:2)
That's funny, I have the opposite reaction. 512 megs means that you can fit 8 - 16 "ramfuls" before you run out of space. Levels in most current games load in 2 - 3 sections, so you have space for 6 - 8 levels on disk. That means that the kick-ass boss with the super-detailed intricate spline patterns and the programmatically genera
Re:512 Megs of RAM to fill (Score:1)
Re:it's all about HD (Score:2)
N
Re:it's all about HD (Score:1)
Re:it's all about HD (Score:1)
DVD9 games out now don't use HD to it's full potential.
Re:Content Developers (Score:2)
that's the nature of content development. Content drives the technology to produce said content. Designers are always going to push the envelope of whatever industry their work is output on.
When it comes to print graphics, there's has been a war between the artists who design the work and the guys in production who have to make sure the stuff prints. The same goes for web design/production.
It's just the nature of the
The flaw of the article (Score:3, Insightful)
Re:The flaw of the article (Score:1)
Re:The flaw of the article (Score:2)
And three of those four games are at or above 4GB. Two of them are 4.5GB, right at the edge of the capacity of a single layer DVD.
Developers by and large don't want to use a second layer if they can avoid it, both because streaming becomes a problem when you have to swit
Re:Content (Score:1)
wrong comparison (Score:3, Insightful)
We are talking here about a gaming platform which has to last by itself for
Consider most games released during first 1 or 2 years of life of the PS2 fitted in a single CD almost without ripping any content.
The article should consider the weight progression of games along the full life of a console. If we take PS2 as a good example of this, I would expect size of games to be increased by a 3x factor in the next 2-3 years.
Clearly we'll see a HD-DVD or Blu-ray adapter for the current 360. Maybe because of high-def textures, lossless sound, maybe for videos and extras or maybe only because there is room... but developers definitely are going to use everything they've got available sooner or later.
Re:wrong comparison (Score:2)
When people started working on games for the xbox they knew roughly what they could expect from the hardware because it was comparable to something already on the market (the PC and the PS2). It didn;t contain any radical new model of computation, or graphics hardware that was any significant change from what had gone before.
Now look at the goals for the "next generation" hardware. If all you want is shovelware that looks a l
Re:wrong comparison (Score:1)
Developers aren't working with a restriction... ever since the DVD9 series was adopted developers have been developing with a storage medium that THEY COULDN'T POSSIBLY FILL.
Sony and their blu-ray disc seem to be following the tradition. The blu-ray disc choice is going to make the PS3 cost $100+ more and make games cost $10 more each.
Re:wrong comparison (Score:2)
If you look, everything is basically at the maximum for a single layer disk. Publishers simply won't let you go above that, because the manufacturing costs and defect rates both sky rocket.
DVD size is, to game developers, 4.5 GB. Most developers are already pushing up against that limit. Remove the RAM and CPU barriers of current systems, and disk size becomes the major bottleneck.
Re:wrong comparison (Score:1, Troll)
yay for abuse of moderation (Score:2)
What is so bad about multi-disc? (Score:3, Interesting)
Anyhow, I would imagine it costs less to press two DVDs than it does to press one BD-ROM.
Re:What is so bad about multi-disc? (Score:1)
No, multi-disc is no way to go. I want to be able to sit on my couch for no less than 30 hours without moving an inch.
Re:What is so bad about multi-disc? (Score:1)
Re:What is so bad about multi-disc? (Score:2)
Core System? (Score:2)
Just load all but one disc onto the hard drive.
Microsoft will not approve your game if it does not function properly on an Xbox 360 Core System.
FFXI topical? (Score:2, Insightful)
How'd FFXI get approved then?
Until May 2006, when Final Fantasy XI for Xbox 360 is released in the United States and Canada, Final Fantasy XI is a PS2 exclusive. PS2 releases are approved by SCEA, not Microsoft Xbox Division.
Re:FFXI topical? (Score:3, Insightful)
However, the beta is out now, and if the retail game is anything like the beta (which I'm sure it will be in this aspect) - it requres 5GB on your hard drive to install. It won't work on a Core system. So the question is valid.
Re:Core System? (Score:2)
Re:Core System? (Score:1)
On the Core, you swap.
And you end up swapping every three minutes as the game tries to stream new areas.
Background streaming of textures? (Score:2, Insightful)
That'd take maybe 5 minutes total with load times and require minimal exercise.
True, more realistic disc swapping would take 30 seconds, but with free-range games that aren't really divided into distinct walled "maps" or "scenarios" such as the Grand Theft Auto series, how often would you have to get up and switch discs when the game wants to stream a map from a different disc?
Only procedural texture synthesis will save us now.
Re:What is so bad about multi-disc? (Score:2)
Somebody please mod this +funny, i'm dying here.
Re:What is so bad about multi-disc? (Score:1)
Re:What is so bad about multi-disc? (Score:2)
The FMVs fit on one CD on the PC version. They were spread across all four, but separated out on their own, they filled a single CD. I don't know why the game was so big though - poor compression I assume
Re:What is so bad about multi-disc? (Score:1)
Re:What is so bad about multi-disc? (Score:2)
People are complaining about multi-disc. The complaint seems to not be gameplay related, but manufacturing cost. It costs more to press two CDs than one. It isn't just the cost of pressing a disc, which is pennies, but the cost of setting up the manufacturing pipeline for two seperate discs.
The singleplayer/multiplayer split may or may not work out
Since when is bigger better? (Score:2, Interesting)
First Prince of Persia (Score:1)
I'm pretty sure that the first Prince of Persia was about 2 megabytes.
Re:First Prince of Persia (Score:3, Informative)
HD textures taking more memory? I don't think so (Score:2, Redundant)
Most PS3 games will be released o
It's FMV, not cutscenes that are the problem.. (Score:4, Insightful)
Re:It's FMV, not cutscenes that are the problem.. (Score:1)
Re:It's FMV, not cutscenes that are the problem.. (Score:1)
Dos 5 and newer also shipped with games. Nibbles and Gorilla forever!
On an
Re:It's FMV, not cutscenes that are the problem.. (Score:1)
On another note, anyone ever played a Squaresoft game here? They have not used CGI cutscenes since Final Fantasy 9, the cutscenes in Kingdom Hearts, Final Fantasy X and X-2 were all done in the Playstation.
Incorrect. While they may have been rendered off of the PS2 to prove something to someone (though I'm pretty sure a better computer did it), they were probably render
Elder Scrolls IV, anyone? (Score:1)
Re:Elder Scrolls IV, anyone? (Score:1)
Uh... False Correlation (Score:2)
Game A on the Xbox 1 uses <1 DVD and Game A's sequel also for the Xbox 1 uses <1 DVD.
The same is true for games B, C, D, and E. So clearly we can state that games don't require more than one DVD, right?
Wrong.
Game A also used 32mb of ram, as did its sequel. Game A ran on a single cored 733mhz processor, as did its sequel. Game A's sequel even managed to run on the same graphics chipset as Game A. The same is again true for games B, C, D and E.
So, by this logic, we can establish that newer gam
You pay for more content (Score:1)
Given the choice, I'd rather my game had the extra textures
And pay the artists to draw them. Might as well use procedural texture synthesis [wikipedia.org] and save a few bytes.
additional music scores
And pay the composer to write them. And pay the forensic musicologist to verify that they are not subconscious copies of existing copyrighted musical works (to avoid the George Harrison issue [slashdot.org]). And pay a studio orchestra to perform them.
more unique pre-recorded dialogs, etc.
And pay writers to write them. And pa
Re:You pay for more content (Score:1)
Re:Uh... False Correlation (Score:1)
No culling of content is done because of disc space. There is 3% of the original Xbox 360 games that have used up more than 50% of the disc space. RTFA.
Your logic is just plain stupid. The reason that newer games can stay on one disc is because of the new technology in the console. Faster CPU and RAM = better compression.
No one... I swear no one replying to this
Conspiracy Theory (Score:1)
Disc comparisons (Score:1)
HDR (Score:1)
What happens when a game company wants to use HDR textures for every single surface in a game? That easily doubles the data size of your assets, unless you compress. HDR is coming; anything that gives us more color precision to work with is a good thing. I've heard some compare the move to HDR as important as 16->32bit color.
Re:360 Damage Control (Score:2)
Re:360 Damage Control (Score:1)
Re:360 Damage Control (Score:1)
Re:360 Damage Control (Score:2)
At least 3D0 and Jaguar had fun games. I can't say the same about The Phillips CD-i
Re:360 Damage Control (Score:2)
I did finish "Escape from Cyber City" though
with the *remote* controller. Agaaahhh!
Though nothing haunts me like the "na na na na" sound that the little enemies made in the hideous "Dark Castle". Reward for finishing the game? Playing it again exactly the same! Woo!