Mintmaster
Veteran
Hence my post saying much of the disc space last gen was for FMV (full motion video). With better realtime graphics this gen, there is less advantage to doing FMV, and it's more seamless without it.Or the extra space is used to hide the loading of data by using prerendered/prerecorded video streaming.
But you did.But I did not.
Look at the paragraph that I quoted from you along with your earlier post. You say there's a dispropotional increase in assets, so large media is needed to store it. Without knowing how big those assets were last gen, you can't tell if the increase goes well beyond DVD, especially with FMV savings.
You're missing the point I'm making. Lots of FMV isn't really needed now. Realtime cutscenes are a tiny fraction of the space, are more seamless, and don't look as bad as last-gen. These are all factors which increase the cost and reduce the benefit of storing video instead.So here's the rough count for a certain popular PS2 game I happen to have intimate knowledge of: MPEG-2 video 5GB, ADPCM audio 2.5GB, game data 1GB. Roughly 1/3 of which is duplicated data.
My back of the envelope calculations say that if we did the same game in HD, it'd take up roughly 20GB
Let me know what fraction of that 1GB is textures and geometry and then we can talk about something that's comparable to the slides that Crossbar posted. Lots of game data doesn't need to scale.