Rich Diamant has posted some images from the characters he's done for Uncharted:
http://www.rd3d.com/coppermine/thumbnails.php?album=10
http://www.rd3d.com/coppermine/thumbnails.php?album=10
i wouldn't call 9 hours short, thats pretty typical for the genre. i think you should space your gaming out a little more, 9 hours in one sitting is quite a long time. the longest i've played a game was for 3 or maybe 4 hours. but usually in one sitting, i play a game for 1-2 hours.
I don't exactly know how caching works, but... it wouldn't really work to pre-copy all the texture data to the HDD, would it? You'd then have to wait for several minutes before you're able to play, as this means several gigabytes of data.
It makes more sense to copy stuff on demand, like when the game first loads a texture, it saves it to the HDD as well, and keeps it there until it has filled up the cache, when it'll start to throw out the least used files. Or something like that.
Most used ones will still show texture pop-in when uncommon textures are loaded. Preloading all of them could involve a lot of copying to HDD meaning big load times. Some smart compromise is needed of prefetching, caching on demand and storing by frequency of access.
Or just preload all the textures on the HDD? or store the most used ones?
5GB installs? (Uncharted's pushing the 25GB limit and I presume a lot of that is the textures). To solve occasional texture pop-in, I doubt the trade off is considered worth it. We console gamers want to put in a disc and play, rather than go through install processes, even if hidden to be a 5 minute initial load. You either have like 5 minutes copying everything before the gamer gets to play, or 1 minute copying whenever they enter a new area with different textures, or 20 seconds as major textures are copied and a bit of pop-in, or background HDD caching at no extra load times but with a bit more texture pop. Everything's a trade.What about a proper install of all the textures then?
"Go" means gigabytes?
Well, on "The 25 Go" you have to remove 102 minutes of HD Video (http://www.psu.com/PSU-talks-Uncharted-with-Naughty-Dog-Co-Vice-President--a0001851-p2.php) so depend of the codec and bitrate, it can take some amount of Go. 86min on Mpeg2 HD take all the blu-ray so 25 Go, in H.264 you can expect around a 2 times less, so 102 minutes on H.264 take around 15 Go, all right it's for 1080p so in 720p take 7,5 Go.
Seven langages and sound with no compression also more Go (base on the 1O Go of HS), take 5Go.
So you got only 12,5 Go for game and with redundancy for better loading times…
So all this to only one goal (not depreciated PS3 or Blu-ray) but the quality of the textures is not the fact of the "Blu-ray"(some people thinking it's the Holy Graal of the gaming, next to Holographic support…) but of the Talent of Artists and Devs!
Great work ND!
Are you sure, that cut scenes are not the real time, because they look like it...
For example I spotted some texture clipping...
Or it is the same situation as in Heavenly sword which have recorded real time cut scenes