scificube said:I think it's been said developers will take advantage of the HDD if it's there to speed up load times but in the sense of how much content is in a game the size of the disk medium is still the limiting factor. The HDD will not perfom compression/decompression or add content to games on it's own.
dukmahsik said:dvd9 is good for 95% of the games
function said:The size of a disk is potentially *a* limiting factor in terms of content. But not currently, and not if your game is structured in such a way as to allow for multiple disks, and not if you're talking about downloaded content too.
If your game needs to be able to radomly access data from a greater than 360-disk-sized amount of storage, and you can't use the HDD, then it would become a limiting factor.
Currently, I consider time and budget to be the likely actual limitations in terms of how much content a game has. And I'm thinking in terms of measurably (by MBs) quantity of assets, not quality of graphics, length of game or "amount of fun" a game can provide.
Hardknock said:/thread
Pretty much, that's all I've gotten out of this. And for the odd game that requires more we'll just get multiple discs.
expletive said:And use your external HD-DVD drive to load both for no swapping.
seismologist said:ok you lost me there. How do you load games onto an external HD DVD drive?
I don't think it's so obvious at all. With the addition of background downloading, the 360 could easily enable this any day now. The entire infrastructure is already there. They'd probably need to release larger HDDs, too, if they wanted to be serious about it, but that seems pretty easy for them to do. What reason do they have not to make it available? If it doesn't work, no big deal - they don't lose much money on it - but if it does, than it could quickly become a force to be reckoned with in games distribution. Maybe not the standard, but certainly significant.scificube said:I am not sure when downloadable game content will become the standard but I don't think it's anytime soon. Games will not be distributed online (not live arcade games either) on the PS3 or the X360 for allot of reasons that are probably obvious so I won't get into them.
AlphaWolf said:You don't know how to load a disc into a drive? I thought it was pretty simple. Perhaps they will need to include a diagram for you.
I think you missed what he meant.
scooby_dooby said:We know it had a celeron with 64mb of ram, doeasn't exactly sound like a decompression beast.
Surely a triple core 3.2 Ghz processor should provide much more aggressive compression.
Can you give an idea of the compression schemes in operation at the moment and how these will scale? For images are current-gen games using something lossy like JPEG? Are 3D models being compressed tightly? Is there much scope for higher compression next-gen without getting lossy artefacts?ERP said:if 70% of a game is textures and geometry, it paints a different picture than if 70% of a game is movies and music.
weaksauce said:And people say Sony is milking their consumers.
Agressive compression often results in lower quality though. A JPEG at 50% compression may take longer to decompress than a JPEG at 10% compression, and so only 10% compression is used on XB, but at 50% compression the file will show artefacts. Whereas in lossless compression the space savings between high and low compression ratios isn't a great deal. If XB textures are compressed with ZIP at low compression, XB360 textures compressed at aggressive ZIP aren't going to fit 4x as much data in the same file size, based on my experience compressing files.scooby_dooby said:Surely a triple core 3.2 Ghz processor should provide much more aggressive compression.
There's a few people making a big deal of it, but mostly this thread is raising questions and looking for answers. It's certainly something I'm interested in learning about rather than forming an opinion on what is or isn't possible without having sufficient knowledge to make an educated guess on the outcomes. The main impetus of this discussion came from an article that was stating it's not an issue, but subsequent debate shows, at least to me, there's points that shouldn't be ignored and if we are to accept DVD9 will allow next-gen quality to implemented at it's fullest and not suffer a quality difference versus a larger storage medium, these points should be considered and resolved. If compression is going to be an effective solution, how is that going to be achieved? Where's the info showing much higher compression can be achieved without it being lossy and showing problems? Or, we just face that fact there's no answer we can come to at the moent and just wait and see what happensSo it's just not a big deal, some people seem SO inetent on making it seem like a big deal. It's minor.
Shifty Geezer said:Can you give an idea of the compression schemes in operation at the moment and how these will scale? For images are current-gen games using something lossy like JPEG? Are 3D models being compressed tightly? Is there much scope for higher compression next-gen without getting lossy artefacts?
Sethamin said:I don't think it's so obvious at all. With the addition of background downloading, the 360 could easily enable this any day now. The entire infrastructure is already there. They'd probably need to release larger HDDs, too, if they wanted to be serious about it, but that seems pretty easy for them to do. What reason do they have not to make it available? If it doesn't work, no big deal - they don't lose much money on it - but if it does, than it could quickly become a force to be reckoned with in games distribution. Maybe not the standard, but certainly significant.