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GSZX1337
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Post by GSZX1337 »

Mozgus wrote:how many detailed worlds with mega-textures or whatever the fuck.

Well, thankfully, MegaTexture tech is only being used by id Software for the time being. What was id thinking when they thought of this? The game doesn't look any better than Quake IV, and I get worse performance. "Oh yeah, let's have one big ass texture, have it be stored on the HD, and have it be streamed when needed." :roll:
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Post by Mozgus »

GSZX1337 wrote:
Mozgus wrote:how many detailed worlds with mega-textures or whatever the fuck.

Well, thankfully, MegaTexture tech is only being used by id Software for the time being. What was id thinking when they thought of this? The game doesn't look any better than Quake IV, and I get worse performance. "Oh yeah, let's have one big ass texture, have it be stored on the HD, and have it be streamed when needed." :roll:

Quake Wars was such a disaster. I just cant enjoy the game at all. I expected it to be like Battlefield 2 but with all my gripes fixed, but it actually did everything worse. I agree that Quake 4 ran so much better and looked better, and it was fun enough to make me finish it. Quake 4 was what Doom 3 should have been, and then Prey came along and stomped them both.
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Post by kyuu »

Its a bit like the Sonic Farce xD

Quake is fast and fat ass...

Battlefield is slow(not an offence or something. tactical shooters ARE slow)

Quake+Battlefield= Good Night.
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GSZX1337
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Post by GSZX1337 »

Mozgus wrote:
GSZX1337 wrote:
Mozgus wrote:how many detailed worlds with mega-textures or whatever the fuck.

Well, thankfully, MegaTexture tech is only being used by id Software for the time being. What was id thinking when they thought of this? The game doesn't look any better than Quake IV, and I get worse performance. "Oh yeah, let's have one big ass texture, have it be stored on the HD, and have it be streamed when needed." :roll:

Quake Wars was such a disaster. I just cant enjoy the game at all. I expected it to be like Battlefield 2 but with all my gripes fixed, but it actually did everything worse. I agree that Quake 4 ran so much better and looked better, and it was fun enough to make me finish it. Quake 4 was what Doom 3 should have been, and then Prey came along and stomped them both.

Hmm, I actually liked Quake Wars (the demo at least). It felt like Battlefield 1942, without the "weight." I could actually jump around and use a shotgun from a good distance and have it do good damage. :) I also liked Prey and Quake IV equally.
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Post by migo »

Mozgus wrote:
migo wrote:
Mozgus wrote:
migo wrote:If they make the same quality as cutscenes with an in game renderer, and allow that level of graphics throughout the game, it'll definitely go past 9GB.

What the hell are you talking about?


It takes more data to render something in real time than to have it pre-rendered and stored on the disc.

No, it does not. High Def video resolutions use crazy high bitrates. A realtime cutscene however simply has an audio track, and uses the existing graphics already on the disc. There's been countless examples of this fact throughout the 5th, 6th, and 7th generations of consoles. Where have you been?


Compare the image quality of cutscenes in FFX to in game. To get the same quality in game there'd be a whole lot more data necessary for the whole game. Where have you been?
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Post by Mozgus »

migo wrote:Compare the image quality of cutscenes in FFX to in game. To get the same quality in game there'd be a whole lot more data necessary for the whole game. Where have you been?
I'm here, in the present, when we already have many games that pull off FFX-level of fmv quality. If you actually see some kind of difference, then you need to reevaluate why you play these games.
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Post by opethfan »

For an in engine cutscene all you need are the commands to be sent to the engine. For an FMV, you need a crapload of video files. What's bigger, a 15min video file or a large text document?
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Post by Mozgus »

opethfan wrote:For an in engine cutscene all you need are the commands to be sent to the engine. For an FMV, you need a crapload of video files. What's bigger, a 15min video file or a large text document?

You mean video files with massive space requirements, but yes, that was a good analogy for my case. Thanks.
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Post by migo »

Mozgus wrote:
migo wrote:Compare the image quality of cutscenes in FFX to in game. To get the same quality in game there'd be a whole lot more data necessary for the whole game. Where have you been?
I'm here, in the present, when we already have many games that pull off FFX-level of fmv quality. If you actually see some kind of difference, then you need to reevaluate why you play these games.


You're moving the goal posts. I'm not gonna bother with you anymore.
Last edited by migo on Tue Dec 25, 2007 9:49 pm, edited 1 time in total.
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Post by migo »

opethfan wrote:For an in engine cutscene all you need are the commands to be sent to the engine. For an FMV, you need a crapload of video files. What's bigger, a 15min video file or a large text document?


FMVs don't have to be rendered in 3D. Think about all the texture data that'd be necessary for EVERY aspect of the game to keep a consistent look throughout. You'd also be looking at a whole lot more polygons with specific data for the level of detail they have.

Compare it to sound data - the patch files necessary to be able to generate a realistic sounding orchestra that would be used for one of Nobuo Uematsu's compositions would take up over 200GB. That would be 200GB for 1 5 minute song, or 200GB for 14 days of continuous playback. If you were doing playback of a month long orchestra marathon, you'd save data by not doing the actual wave recordings, but there has to be a LOT of content before you use less data at the same quality as doing a recording or pre-rendered video.

Unreal Tournament needed an extra CD for the texture files that were used by the S2000 video cards, and the level of detail in UT is nowhere near what you see in even FF8 FMVs.
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