I found this post pretty intresting...
Since Xbox 360 will be using dual-layer DVD (9GB) for games, some people are probably wondering if that' s enough for next generation games. Let' s look at what will be stored and how it will be stored.
Two techniques will save tons of space: Compression and Procedural Synthesis. Compression involves taking existing data and squeezing it into a smaller space either with a lossy or lossless algorithm. Procedural Synthesis involves creating new data (geometry, textures, etc.) at runtime.
How much can 9GB store with compressed data?
WMV 720p 6Mbps - 3 Hours
WMV 480p 2Mbps - 9 Hours
WMA 128Kbps - 156 Hours
WMA 96Kbps - 209 Hours
WMA 64Kbps - 312 Hours
WMA 32Kbps - 625 Hours
Texture 1MB - 9,000 Files
Model 256KB - 35,000 Files
Level 20MB - 450 Files
Obviously, WMV 720p is high definition (HD) video, while WMV 480p is standard definition. WMA 96-128Kbps would probably be used for music, while WMA 32-64Kbps should be enough for most sound effect samples.
1MB texture is enough for 32-bit 1024x1024 resolution with 4:1 compression rate. The ATI GPU has compression formats for color maps and normal maps, so all textures can be compressed with excellent quality.
I' ve estimated average sizes for model and level files. Models are objects and characters. Levels contain the geometry and scripts for a game map or section.
Where might procedural synthesis be applied?
We should see procedural synthesis most commonly with geometry. In some cases, entire complex objects can be created in real-time from a tiny dataset. In other cases, extra geometric detail can be added for smoother curves (i.e. tessellation).
Procedural textures are also useful. It' s good for some real-time special effects and variety in surface details. Instead of taking a texture file from disc, the GPU can just render the texture to memory and apply that to polygon surfaces.
Some games may try to get fancy with real-time generated levels or procedural audio.
How much of each file type might be used in a game?
Depending on the game and procedural synthesis applied, the balance of file types will vary. But we can estimate sizes for an example imaginary action/adventure game.
Levels - 2GB
Textures - 2GB
Models - 1GB
Video - 512MB
Audio - 128MB
Other - 128MB
Total - 5.75GB
2GB of levels, 2GB of textures, and 1GB of models would make a huge game. 512MB of FMV (full motion video) is enough for either 12 minutes of 720p HD or 35 minutes of 480p. 128MB audio can store 140 minutes of WMA 128Kbps.
Current generation games, especially on PS2, waste a lot of disc space with duplicate files to speed up access times. Plus, to save processing time, compression algorithms are not very advanced.
For next generation games, compression and procedural techniques can be improved for the much faster processors. And duplicate files are not needed when we have faster drives (12x DVD) and a hard disk drive for caching.
Current Generation
- Duplicate Files
- Minimal Compression
- Minimal or No Procedural Synthesis
- Wasteful FMV
Next Generation
- No Duplicate Files
- Advanced Compression
- Advanced Procedural Synthesis
- Real Time Cutscenes
Mayby that answered some questions about DVD be to little for games,and that some ps2 games used 7-8 gb.
But really i gotta agree with this guy,i doubt that when you skip FMW and stay in the game with its real time graphic(like we should i mean this is next gen and 2005 we are to far in technology to even bother with it now),and with the availbility to compress files instead of duplicate them then that 9gb will be far then enough.
HD-DVD and Blue-RAY might be a good choice 2010 etc but not now.
Don' t you agree guys?!
< Message edited by QuezcatoL -- 23 Aug 05 15:20:37 >