There have been a number of threads discussing the media size constraints this generation, specifically quite a few on XBLA size limits or DVD9. Roboblitz seems to offer some unique solutions that may carry over to non XBLA games, but I was wondering if there were other ideas for space saving? I remember how the N64 had quite large and detailed (for the time) worlds in many cases even in the face of ROM limitations. CDs and DVDs lessen the need to be judicious and invest as much into tricks to maximize space but it seems we may, in some cases, be hitting such boundaries again.
Without getting into the HD Media vs. DVD9 vs. Wii Optical debate (please, enough threads on that to discuss that) I thought it would be nice to discuss some ways developers may be using the consoles to maximize the space they do have.
I got the idea for this question based on an idea that occured to me, namely games may have multiple resolutions (mip maps) of a single texture. Up close it will be the highest resolution texture, far away the smallest, and in the middle it will be a medium resolution texture and the GPU filters between these.
Games like Kameo and PGR3 seems to have a lot of resources dedicated to compression, so I was thinking: Could a developer place ONLY the largest mip layer on the optical disk, and during loading dynamically generate the medium and small mip layers? e.g. 1024x1024 texture on a DVD9, and when loaded the CPU could then generated a 512x512 and 256x256 resolution texture from the original?
While this may only be a little over 25% gain in memory space on the optical media and could pose problems with quality, it could improve load times and possibly free up hundreds of MBs of space for other assets. Is this already done or possible?
What other new tricks are being seriously looked into outside of procedural textures like Roboblitz is using? Are there any techniques that worked last gen but were not widespread that will become more common this time around?
Without getting into the HD Media vs. DVD9 vs. Wii Optical debate (please, enough threads on that to discuss that) I thought it would be nice to discuss some ways developers may be using the consoles to maximize the space they do have.
I got the idea for this question based on an idea that occured to me, namely games may have multiple resolutions (mip maps) of a single texture. Up close it will be the highest resolution texture, far away the smallest, and in the middle it will be a medium resolution texture and the GPU filters between these.
Games like Kameo and PGR3 seems to have a lot of resources dedicated to compression, so I was thinking: Could a developer place ONLY the largest mip layer on the optical disk, and during loading dynamically generate the medium and small mip layers? e.g. 1024x1024 texture on a DVD9, and when loaded the CPU could then generated a 512x512 and 256x256 resolution texture from the original?
While this may only be a little over 25% gain in memory space on the optical media and could pose problems with quality, it could improve load times and possibly free up hundreds of MBs of space for other assets. Is this already done or possible?
What other new tricks are being seriously looked into outside of procedural textures like Roboblitz is using? Are there any techniques that worked last gen but were not widespread that will become more common this time around?