CPU load might be higher.
Please elaborate.
Are you saying 30M/s will/might have significant impact on CPU (CELL to be specific) compared to 10M/s max?
CPU load might be higher.
Standard economics would have me think that they didn't create an engine they had no intention of using. If there are a few secret switches that enable 'sandbox mode' with reduced assets, we'll never know, but it'd also have to have been a conscious decision from the off, and not apply to the U2 build of that engine which couldn't do what it does otherwise!
Therefore it's difficult to reach a definite conclusion on if an open-world game would be possible at these visuals with minor changes to the engine. At this time, only ND would know.
The latter, Jak 2 and 3, offer an open-world city at its center with alternative exploration outside the city. The open-world aspect is definately the city though, as the alternative places are more linear in their design.
AC was used as an example of an open-world game earlier in this thread, and it fits this model, it seems. It seems like cheating, but then all open world games 'cheat' to greater or lesser extent -- very very few of them will say, let you get in a jet and zoom over the city, then parachute out at any point. Even GTA4 doesn't.
CPU load might be higher.
Why, doesn't the HD subsystem in the PS3 support DMA?
I'm sure they do. That can't overcome the limits of the discs we are reading from though. If a scene you are looking at is made of 200 MBs assets, and you move to another completely different scene in 15 30fps frames, you need to load 200 MBs of new assets in 500 ms. If those assets are spread across 10 areas on the disc requiring head searches of 30 ms to find the next bit of data, that's 300ms spent just trying to get to the data before you get to load it in. HDDs are below that and BRDs are well above that.Naughty Dog does have the advantage of having the ICE team situated right at Naughty Dog premises making Edge Tools for PS3 development, one would think that they would have some sort of streaming technology available.
Okay, now I really quit this thread.
Is infamous considered an "open world" game?
I'm not sure why everyone is obsessing over flying in helicopters and jets, as that is an important detail in how you're streaming might work if you had them, but not important in the general sense of having an open world game.
I thought open world games were fairly well understood, but I'm guessing it's more of a grey area here if people are calling Batman: AA an open world game. Batman is a game mostly full of branching corridors, like most linear games. It has a large map split into smaller chunks to give the illusion of a contiguous open world, but it is nothing like GTA, Saints Row, Oblivion, Fallout 3
Assassin's Creed is also much much much different than Batman. For one, the maps are much large, with indescribable amounts of traversable terrain, that can be navigated in any direction. If Batman is an open world game, then the bar for "open world" is set very very very low.
Oh, and to clarify the argument about Gears, because people seem to have greatly misunderstood:
Gears uses a tailored version UE3. If you license UE3, you do not necessarily get all of the features that the modified Gears engine supports. More importantly, I think the point was that the UE3 engine is made to be licensed and supports a wide range of features that may not be used in an individual title like Gears. To say that UE3 is not flexible because Gears is linear and has hidden loading during the ear piece sequences is flat out wrong.
Now, maybe Uncharted 2 engine, or the base engine has a lot of features to make it more flexible for other types of games, but it seems highly unlikely because it is not a commercially licensed engine and it would not be in their financial interest to develop features that they would not be using. Only ND knows.
But back to the point, none of that is actually relevant to the question of whether the Uncharted 2 engine could be used to make an open world game that maintains the same level of visuals. They even said they were "maxing" the PS3, so I'm not sure where the extra resources are supposed to come from to support a world that is vastly larger and more complex.
Suppose there is such a point, or a point of diminishing returns, are we there yet based on % figures from ND?Betan, I know the PS3 isn't "maxed", and that's why I used quotations. I just think that the PS3 is pushed nearer to its limits in terms of memory budget, cpu time, gpu time than it was before. Of course there are always new and better ways of doing things, but at some point you hit a state where advancement slows down and changes become more and more minor, even if appreciable.
Just tell me this, why do you keep ignoring streaming speed and its importance?The dev used the term "maxed" when talking about their software, which I don't think is meant in absolute terms, but that they are making significant use of its resources.
That depends on the scale of the world, how the world is connected and their streaming medium.My point was that if they increase the scale of the world, they have to do it within the same constraints, and I don't think that would be possible while maintaining the visual quality since they are now pushing the hardware relatively hard.
I think the further you stray from the format of Uncharted 2, the greater the visual differences would be. Batman and GTA are very different games in terms of size and structure and pose different challenges.
I believe that was the topic when this thread started: whether the engine could scale to a large "open world" game while maintaining it's visuals. If the argument is just whether it could do an open world game, regardless of visual quality, then there really isn't anything to talk about.
Whether you could do a bit of work to support an appropriate method of streaming, or whether one is already in there is unknown. If quality is not an issue, then I'd say something in the scale of Batman could probably be done. If you're talking GTA, then I wouldn't care to guess. The only thing I know is that it is extremely unlikely that you'd be able to do a game like GTA while maintaining the visuals of Uncharted2 because of memory constraints.
Maybe a developer with experience could chime in, or some tech docs, but I think Laa-Yosh's points about memory, streaming and loading assets were valid in this regard, and I don't see any reasonable attempts to refute them. The only argument I've seen so far is, "There is no proof that it can do it, but that doesn't mean it can't."
this is orthoganal tothe discussion. We aren't saying ND won't surpass U2. the question is igf the code they have written for U2 can be extended without modification to render larger areas with the same level of detail.Let me put it this way, if U2 is the absolute best ND can do (techwise), then there is no way they can even do AC's world with U2 level of detail.