PS3 game sizes

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Yes, I wouldn't have anything against it if Sony wasn't tyring to use Resistance as an example of why we absolutely need Bluray.
The game itself would fit on a DVD, so they've added this kind of 'movies' just to fill up the disc.

The game could have been on a CD-ROM, whats your poin?
 
Well, Resistance does use in engine cuts.

But Laa-Yosh was reffering to the fact that the "movies" are really just slideshows. Series of stills. Really would constitue a huge waste of space.

Well not all the cut scenes are just sill images.

For example just from the intro there is one short scene with an aircraft carrier and some planes taking off etc. This is not a scene in the actual game.

That little video clip segment was probably only a couple megs at best. If they wanted to do that with real time assets - that segment would have been huge due to needing to store all the textures and meshes involved in that scene. in this case, the video is compression of resources.

Other scenes like the 2D map animations etc. That kind of stuff might have been a bit smaller with realtime assets instead of video, but it would have been a waste of developer resources to figure out the code to figure that out when it could be done very simply with offline video editing and rendering tools. So using video is saving the most expensive resources - time.

Some times you see the characters in the cut scenes use animation loops that you will never actually see in gameplay and the actor only uses it one time. Those too would be simpler to implement in an offline rendered video.

Finally because they use video intros to the scenes - it's possible for them to hide the load latency for the levels. Resistance does not take adavantage of this in particualar. But most people would rather see a pre rendered video intro instead of staring at a progress bar.

Personally I like having all realtime graphics - just because I am a graphics whore. But most people probably don't care. And I can see the advantages to not using video for the cut scenes instead especially when you have BR storage at your disposal.
 
PC games is one thing but console games is something else. Since some console games use padding it should be possible to compress those data and depending on game type the data may be easier to compress since streaming and compression have to balanced. On the other hand PC Games are installed on the Harddrive and the files on the Disc is always compressed. DVD movies cant be compressed.

Yes it possible in theory. However, its not the case here.

Thing is these files i'm using as reference to size are ISO rips. Direct Binary copies of the originial source. its 1:1. Its a perfect copy without the HW signature from MS.
 
Actually Insomniac actively sought to reduce the size on disc, because they wanted to reduce the time it took to burn a test copy. One of the things they did to make that happen was to convert video from NTSC to PAL in realtime, rather than have separate versions on disc (which resulted in the originally planned 22Gb). I think that as the BluRay burners increase their performance, this consideration will fade and this part of gamedevelopment and testing will become less of a bottleneck.
 
I think that's not what he meant. His opinion is that the cutscenes can be done in more space saving ways (using game engine to generate the movies on-the-fly).
 
Patsu, I think it's more of a case of dismissing an argument by 'accidentaly' misunderstanding it... ;)
 
I think that's not what he meant. His opinion is that the cutscenes can be done in more space saving ways (using game engine to generate the movies on-the-fly).

No, I understand his point and it's completely invalid. The game ships on a 25 GB disc -- if space isn't used, that's a 'waste'. Devoting a programmer's time to produce realtime cutscenes where not necessary -- now that's a real waste and one that offers dubious benefits at best.
 
Laa Yosh said:
You can do the same with engine movies and such, using a fraction of the disc space - you don't need 6GB of HD movies for it.
And game soundtracks can all be done with sampled music instead of recorded tracks - and Hey, we don't actually Need explicit graphic data either, it can be all stored as procedurals. Why, you're absolutely right, we shouldn't even need more then a CD for any game.

Speaking of which, I always wondered what the heck is up with offline-CG production using all that storage and memory - couldn't you like, draw it all by hand instead and save a ton of space during production too?
 
And game soundtracks can all be done with sampled music instead of recorded tracks - and Hey, we don't actually Need explicit graphic data either, it can be all stored as procedurals. Why, you're absolutely right, we shouldn't even need more then a CD for any game.

Speaking of which, I always wondered what the heck is up with offline-CG production using all that storage and memory - couldn't you like, draw it all by hand instead and save a ton of space during production too?

The word of a game dev versus that of an artist ... :cool:

What is the reason why games like ROF uses in-game looking cinematics though ? Is it because it allows for better animation ?
 
The game ships on a 25 GB disc -- if space isn't used, that's a 'waste'. Devoting a programmer's time to produce realtime cutscenes where not necessary -- now that's a real waste and one that offers dubious benefits at best.

I don't argue with that either.

However, can't you see a difference between "let's make use of the remaining extra disc space" and "our game absolutely requires the extra disc space"?
 
I don't argue with that either.

However, can't you see a difference between "let's make use of the remaining extra disc space" and "our game absolutely requires the extra disc space"?
What's the point?
You can fit any game on a floppy disc if you remove presentation assets and go crazy with procedurals. That's obviously not a choice that lends itself well to production, or turning a profit. Games are growing. Last thing I heard was that God Of War 2 fills a DVD9 strictly with the game assets (it needs a second DVD to fit the bonus (material).

What gives you the right to claim an FMV sequence is somehow less important than a bunch of high-res textures, a piece of background music, or a unique model for a boss enemy? The game would surely work just as well with a little less fidelity, a little less immersion, a little less story.
You can be expected to know it's all the same smoke and mirrors.

Or could you find it in your heart to let the FMVs "count", if they were full-motion CGI battle scenes far beyond anything the engine could achieve?
 
There's about 6 GBs of 'HD' cutscenes which contain either captured ingame sequences or still images. In other words its a waste of disc space.

Yes, I wouldn't have anything against it if Sony wasn't tyring to use Resistance as an example of why we absolutely need Bluray.
The game itself would fit on a DVD, so they've added this kind of 'movies' just to fill up the disc.

Even if it's only 10GB stripped down to the core, I don't see how it could fit on a DVD9. It appears to be a matter of simple maths - there's a valid reason why more storage space is needed. Sony has every right to advertise it, even if it offends you.
 
No, I understand his point and it's completely invalid.
Not sure you do. Laa-Yosh is saying that they use GBs of movie to show static images. They could save GB of data by shwing a static image instead of a movie of one. That's where they're wasting disc space. It's like filling up a DVD with a 640x480 photograph because it's a 2 hour movie of that photo instead of a 50KB JPEG still.
 
Not sure you do. Laa-Yosh is saying that they use GBs of movie to show static images. They could save GB of data by shwing a static image instead of a movie of one. That's where they're wasting disc space. It's like filling up a DVD with a 640x480 photograph because it's a 2 hour movie of that photo instead of a 50KB JPEG still.

It must be a pretty shit compression codec then.
 
Well, technically the stills are moving too - the camera is paning across them...
 
That and they've got all kinds of filmy grain filters on them.

To be fair, the the sepia tone images look great in high res. It's a perfectly acceptable use of the space, but going on about the game being 16 gb is misleading.
 
That and they've got all kinds of filmy grain filters on them.

To be fair, the the sepia tone images look great in high res. It's a perfectly acceptable use of the space, but going on about the game being 16 gb is misleading.

Well as i said in another thread, 16 - 6 ist still over DVD9 - just for assets, so it definately is huge.

Waht i wonder more is what else is on that Motorstorm disc taking up about 13Gigs? Haven't heard anything about movies in this one...
 
I don't argue with that either.

However, can't you see a difference between "let's make use of the remaining extra disc space" and "our game absolutely requires the extra disc space"?

The game as it is requires that much space - no matter what you think about how that space is used isn't really relevant - the fact of the matter is, it does use that much. I'm sure if one had infinite resources (and infinite performance), you could squeeze it on to a CD-ROM. With today's time, cost and resource boundaries, the game is what it is.
 
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