The 4Kb and 16kb demoscene categories show how amazing and crazy you can get with procedurals. Hell, with the right high level representation and geometry compression techniques, they could probably uber-compress most geometry (HOS, topological surgery, edgebreaker, etc), represent all music with MPEG-4 Structured Audio, compress all textures with JPEG2000 on disk, ...
The point is, what's a better use of the developers time? Time wasted trying to fit into a more constrainted space budget, or time spent working on the rest of the game? IMHO, putting extra work into compression only makes sense if you need more I/O bandwidth, but if you're got extra space and don't need the bandwidth, then why bother? (for bandwidth, I'd prefer utilize the HD first if I can)
The fact is, the smaller the physical RAM, the smaller the disk space, the lower the bandwidth, the more constrainted budgets you place on the devs. Granted, *every* console and game will have a set of budgets, but fitting something into 4Kb is alot more work than fitting it into 64Kb.
PS3 helps in the sense that it has a higher disk space budget (both HD and optical), but fails in the area that main memory is less flexible and half of it is dedicated to the GPU. It is also assymetrical, and harder IMHO to develop for.
However, I think the arguing against PS3's extra space is like bashing a console for having more RAM and accussing them of finding excuses to fill it up. If PS2 games like God of War take a large fraction of a DVD on a machine with only 32mb of system RAM and 4mb of video memory, I don't imagine it will be hard for a system with 16x the memory capacity to exceed DVD requirements. (and DXTC doesn't change the argument, PS2 CLUT was 4:1/8:1 as well)
IMHO, the real downside of BR is that they didn't really boost the bandwidth and lower latency. But, the savior is the fact that every PS3 has an HD, they are large, and you can plop in bigger ones if you like, since it uses standard drives.
The point is, what's a better use of the developers time? Time wasted trying to fit into a more constrainted space budget, or time spent working on the rest of the game? IMHO, putting extra work into compression only makes sense if you need more I/O bandwidth, but if you're got extra space and don't need the bandwidth, then why bother? (for bandwidth, I'd prefer utilize the HD first if I can)
The fact is, the smaller the physical RAM, the smaller the disk space, the lower the bandwidth, the more constrainted budgets you place on the devs. Granted, *every* console and game will have a set of budgets, but fitting something into 4Kb is alot more work than fitting it into 64Kb.
PS3 helps in the sense that it has a higher disk space budget (both HD and optical), but fails in the area that main memory is less flexible and half of it is dedicated to the GPU. It is also assymetrical, and harder IMHO to develop for.
However, I think the arguing against PS3's extra space is like bashing a console for having more RAM and accussing them of finding excuses to fill it up. If PS2 games like God of War take a large fraction of a DVD on a machine with only 32mb of system RAM and 4mb of video memory, I don't imagine it will be hard for a system with 16x the memory capacity to exceed DVD requirements. (and DXTC doesn't change the argument, PS2 CLUT was 4:1/8:1 as well)
IMHO, the real downside of BR is that they didn't really boost the bandwidth and lower latency. But, the savior is the fact that every PS3 has an HD, they are large, and you can plop in bigger ones if you like, since it uses standard drives.