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This is the reason you held out on a PS3 |
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Shino Fade into this fantasy, caught in the web of time

Age: 49 Gender:  Joined: 15 Sep 2002 |
Posted: Wed Mar 05, 2008 10:55 am Post subject: |
It has nothing to do with the programming of it. It has to do with sound and graphics.
Think about the difference between the size of a .wav file (uncompressed) and an .mp3 (compressed). Think about the difference between a .bmp file (uncompressed) and a .jpg (compressed).
I know this... our podcast... I record in uncompressed form and each week it's close to 2G of sound files. But the mp3 version of that at 96kbs is < 100M.
Developers would rather use uncompressed textures and sounds b/c they look and sound better, but in this case... it's just not feasible.
Has nothing to do with programming at all. |
_________________ So many games... so little time
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Wins 190 - Losses 169 Level 21 |
EXP: 11590 HP: 3150
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STR: 1050 END: 1050 ACC: 1200 AGI: 1200
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Bianco & Nero (Sabers) (500 - 600) |
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Aiman Demon Knight

Age: 43 Gender:  Joined: 14 Jan 2003 |
Posted: Wed Mar 05, 2008 12:24 pm Post subject: |
Shino wrote: | It has nothing to do with the programming of it. It has to do with sound and graphics.
Think about the difference between the size of a .wav file (uncompressed) and an .mp3 (compressed). Think about the difference between a .bmp file (uncompressed) and a .jpg (compressed).
I know this... our podcast... I record in uncompressed form and each week it's close to 2G of sound files. But the mp3 version of that at 96kbs is < 100M.
Developers would rather use uncompressed textures and sounds b/c they look and sound better, but in this case... it's just not feasible.
Has nothing to do with programming at all. |
Yeah. So in other words, what they're trying to do is, make the game as great looking as they can possibly can. Every detail is modeled in instead of textured and every texture has dozens of layers to get the look they want. That include color layers, bump mapping layers, diffuse mapping layers, clipping layers, specular mapping, glow mapping, etc, so in the end you end up with a texture file close to 20MB just for 1 simple detail that could be a wall or a box on a corner. Take that and multiply it by 4 just to have a nicely detailed face of Snake, who you will be looking at all the time. You get crap close to 160MB. So yeah, it's all about texturing and using everything as uncompressed. And they will most likely won't be using BMP, they will be probably use TGAs, which makes for a more detailed map, and they way bigger than a BMP. Especially if they use a TGA 32, which holds the alpha of the textures, which is a black and white negative of the texture. So, yeah, you will have huge texture maps.
I'm just giving an idea of how things can stack up. And trust me, when you're doing gaming or CGI, space is a HUGE factor, because of all the animations and textures that need to be stored.
Aiman = knows all about texturing! Digital animation degree.
***EDIT***
I just had a conversation with a friend of mine that works in the show Dogfights on the History Channel.
He said,
Quote: | (10:31:36 AM) lkiojio: image memory per plane is usually around 100-150 mb
(10:31:51 AM) lkiojio: scene memory is usually around 350-500 mb |
And for those who have seen the show, the detail is good, but not as detailed as MGS4 will be. So you can expect those sized to be double, maybe even tripled. (Maybe not for the scenes, unless all scenes are realtime.) |
_________________
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Wins 3 - Losses 6 Level 3 |
EXP: 767 HP: 2050
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STR: 850 END: 600 ACC: 750 AGI: 500
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Malaikat, Syaitan & Skye (Blades) (220 - 280) |
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