I don't understand why the development environment is needed to facilitate this. I can reuse code. Heck if I want I can pop online, grab other people's code and drop it into mine. I've heard often software developers don't reuse code but I've never understood why, nor why XB360 should facilitate this where current gen doesn't."For example, if we had two projects going on, [the Xbox 360's development environment] would allow us to take different program components created from the two teams, and merge them into a single software [application]. That wasn't possible up until now," explained Cavia chief producer Takuya Iwasaki, who is currently studying the console's hardware for an upcoming project. "Also, once we create a game, we can take parts of it and build it into a new game. So if we make a program to display an ocean wave, we can use it again and again. What's more, we can make different arrangements to it, so it won't be just simple recycling."
Already on two DVDs and that's before prerendered movies?! I'd have thought that very uncommon, but this raises early questions as to whether DVD is enough for next gen.The volume of data in Enchant Arms won't fit into a single DVD. It's an RPG, so we're thinking it would be inevitable that we release it on two discs," says Takeuchi. "But to be honest, that's even looking grim. We're not counting in the pre-rendered movies, and we're already in this situation.
scooby_dooby said:But on the other hand, the transfer rate from DVD-ROM is about 7MB per second at slowest. So if we go by simple calculation at that rate, it'll take 60 seconds to fill up the 512MB [when playing from DVD]."
They also point out the read spead IRL on the DVD drive is as low as 7MB/s. That's about 20-25% of the HDD read speed.
Because there are no HD-DVD drives out there, so I assume that getting 2-3 million of them made and in X360s by the end of the year would force them to use the simplest version of HD-DVD drives. Besides, even if they got a 2x drive, it would still have half the theoretical bandwidth of a 12x DVD drive.Karma Police said:If MS put a HD-DVD drive in the X360, why do you think that it would only be a 1x drive? Please explain.
joe75 said:http://zdmedia.vo.llnwd.net/o1/1UP/zds_pmoore_x360_assassin_1500k.zip
... Assasin demo for XBOX362,watch the first frame of video /dashboard/ and 452.73 MB exe file loaded up,it takes .. 70 seconds !!!
scooby_dooby said:--------------------------------------------------------------------
""The Xbox 360 allows data to be read from the hard drive, so there shouldn't be much stress when it's used [compared to playing from DVD]. "
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It seems to me a HDD might have negated some of the problems associated with not using a next-gen media storage. At least dev's would have a swap file they could use to uncompress audio/videos to without having to store them in RAM.
blakjedi said:BAM! this sums up and validates the whole pro-HDD discussion from the other thread.
Rockster said:No. There are more factors in play than "streaming".
Capcom producer Keiji Inafune, who's making the new zombie action game Dead Rising said the console offers plenty of potential, but how much of that gamers get to see depends on how developers use its multi-core architecture. "I believe that we'll be seeing two kinds of games for a while after the Xbox 360's launch," Inafune said. "Games that feel like something on current generation consoles, and games that feel like they're Xbox 360 titles."
But even with Microsoft's development tools and strong technical support (another aspect for which the developers had kind words), there are still a number of issues game makers face. Many developers consider the system's graphic capabilities "double-edged." The Xbox 360 can handle much better looking graphics than previous consoles, but it also requires a lot more effort in development.
"We had no intention to make Rumble Roses XX just a usual port. We were hyped, saying to ourselves that we're going to make it a completely new game," says Konami producer Akari Uchida. "But when it came time for the actual development, we realized that the volume of data [for the Xbox 360] would be one digit different [from current consoles]. The number of polygons per character by itself is 10 times larger than current consoles. … It's as though we need to bring the quality graphics from pre-rendered movies into to the actual game."
In terms of programming issues, one of the strengths of the Xbox 360, similar to the current Xbox, is the ease of porting Windows programs to the console. But surprisingly, porting programs isn't completely hassle-free, says Square Enix programmer Yasuhiro Yamamoto of his experience with Final Fantasy XI.
Despite whatever problems the multi-core architecture brings up, the Japanese developers interviewed in the magazine all seem to agree that the Xbox 360 is developer-friendly, with one of the main reasons being that the development environment is based on Direct X. The developers also spoke highly of the Xbox 360's development kit for its array of tools including Visual C++ programming support, and flexibility in recycling the programs that they've created.
The volume of data in Enchant Arms won't fit into a single DVD. It's an RPG, so we're thinking it would be inevitable that we release it on two discs," says Takeuchi. "But to be honest, that's even looking grim. We're not counting in the pre-rendered movies, and we're already in this situation.
scooby_dooby said:Wow, Enchant Arm is barely fitting on TWO dvd's, NOT counting pre-rendered movies! That's not a good sign for first generation games.
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""The volume of data in Enchant Arms won't fit into a single DVD. It's an RPG, so we're thinking it would be inevitable that we release it on two discs," says Takeuchi. "But to be honest, that's even looking grim. We're not counting in the pre-rendered movies, and we're already in this situation. So we've got a bit of a headache. We're trying to come up with various solutions, such as compressing the data. The Xbox 360 allows data to be read from the hard drive, so there shouldn't be much stress when it's used [compared to playing from DVD]. The memory is another point in terms of transfer speed. The Xbox 360 comes with 512MB of main memory, which is very helpful. But on the other hand, the transfer rate from DVD-ROM is about 7MB per second at slowest. So if we go by simple calculation at that rate, it'll take 60 seconds to fill up the 512MB [when playing from DVD]."
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From Software producer Masanori Takeuchi, who's been working on Enchant Arm, a role-playing game slated to be an Xbox 360 launch title, said developers will also be running into issues of storage space in the next generation. While the Xbox 360 is a next-generation console, Microsoft decided to equip it with a normal DVD reader, rather than to give it HD-DVD or Blu-ray reading capabilities.
"The volume of data in Enchant Arms won't fit into a single DVD. It's an RPG, so we're thinking it would be inevitable that we release it on two discs," says Takeuchi. "But to be honest, that's even looking grim."
They also point out the read spead IRL on the DVD drive is as low as 7MB/s. That's about 20-25% of the HDD read speed.
Current thinking is that DVD drive speeds have topped out at 16x, since disc wobbling and other physical factors become a problem at faster speeds.
We're trying to come up with various solutions, such as compressing the data.
Acert93 said:I am not reading that on the site. Where did you get that entire quote?
Acert93 said:Here is the issue: A 12x DVD has a 17MB/s transfer rate, but that is the outside edge of the media. So I would not doubt the 7MB/s number. Yet on the other hand we are comparing that to *maximum* HDD transfer rate. Hard drives are also CAV (constant angular velocity) devices, so that would need to be taken into consideration.
Acert93 said:So with a 2:1 compression setup you could cut your 10 and 40 second load times in about half (about 5 and 20 seconds, respectively) AND save system resources.
And here is the kicker: Most Console developers have been doing this... forever.
I'll vouch for Scooby here. It was definitely longer and it definitely had that quote about the choice of DVD. As my earlier quote shows even the part I quoted was slightly changed by the time Acert quoted it. And there's a lot of wordage gone missing from the original. Which is a shame as it was an interesting read, pretty balanced and generally optimistic.scooby_dooby said:Wha tthe hell? Well they've changed their article, what I quoted is what was there this morning, I ceryainly didn't write that stuff.
The article used to be about twice as long as it is now, and my quote was the last paragraph on the page.
joe75 said:http://zdmedia.vo.llnwd.net/o1/1UP/zds_pmoore_x360_assassin_1500k.zip
... Assasin demo for XBOX360,watch the first frame of video /dashboard/ and 452.73 MB exe file loaded up,it takes .. 70 seconds !!!
scooby_dooby said:yup, but since HDD speeds to not fluctuate
Although it seems to me that seek times, and random access would be almost as iportant to load times as overall throughput, since usually a game loads many files, not just one or 2 big ones. What are the numbers there? A HDD must decimate a DVD-ROM in terms of seek times....no?
From Software are strictly a console dev are they not?
HDD data transfer speed does indeed fluctuate A LOT across the disk (it's a CAV device after all, with more sectors on the outer data zones of the disk). 3.5" HDDs can be about 50% slower on the innermost zone compared to the outermost, it's a little less on 2.5" devices since the inner/outer zone diameter ratio is slightly less when considering the center hub on 2.5" drives is smaller compared to 3.5" drives.scooby_dooby said:but since HDD speeds to not fluctuate, and assuming the ~35MB/s sustained throughput you mentioned in the other thread (thx btw) what we can say is that the DVD offers read speeds in the range of 20%-45% of the HDD.