scooby_dooby said:
Really.
You mean like GTA: SA where all audio is slapped in one folder with 3 subfolders? Where all the models where in ONE FOLDER with 4 sub-folders? All the animations in 2 files?
The only folder in the root directory that has a deep tree structure is DATA, and the size is.....get ready for it.......... 19 MB!
The data packing in GTA SA is optimized for streaming (cf: data redundancy, which was the point I made).
They just decided to divide the datas in three (actually four) main components. The models, the animation and the sound (+radios being the only thing being continously streamed from the disc).
I think dev's will find many techniques for reducing file size that won't necessarily mean a worse game, and 7GB is alow to work with.
Now that's another interesting point.
What techniques for instance? You said that files redundancy could be done without, which is not a possibility, seeing disc management and access times/seek times on free-roaming games are one, if not the first, of the priorities for the developer.
So what other things could be done, in the X360/PS3 port case, not in general?
The MP3/TC/File compression techs argument could be relevant in the Xbox/PS2 situation (Seeing how far more advance, technologically, the Xbox is compared to the PS2), but in the PS3/X360 scenario, what other possibility could exist other than what I stated earlier?
For me it's still, seeing that, as far as I know, there's no magical N64 file compression algorithm that could lead to a difference between the PS3 and teh X360, it's either the game could fit on a DVD9 on both machines (Without counting supplemental songs or other supplemental stuff like this), or it's a different game that's released on both platforms (Even if it shares a lot in common).