Current generation games, especially on PS2, waste disc space with duplicate files to improve 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 (or part of 512MB RAM) for caching.
Current Generation
- Duplicate Files
- Minimal Compression
- Minimal or No Procedural Synthesis
- Wasteful FMV
Next Generation
- Minimal or No Duplicate Files
- Advanced Compression
- Advanced Procedural Synthesis
- Real Time Cutscenes
And here is your question to the tech mod at pcvsconsole.
I would only argue that compression must cost somewhere - be it in the time it takes to decompress, or the quality loss (compression always comes at some cost).
by chairmansteve to eb
Apparently, you have not much experience with compression techniques. Some can take more processing but provide better quality, smaller sizes, and greater bandwidth efficiency. Since you lack adequate knowledge of compression, I' ll assume that procedural synthesis is way out of your league.
I hope you realize that Xbox 360 has a very powerful customized CPU, much more capable for tasks like compression and procedural synthesis than the Intel 733MHz CPU in the original Xbox. Likewise, the X360 ATI GPU is far more capable at procedural rendering (and normal map compression) than the X1 NVIDIA GPU.
Uncompressed? Let' s look at one example of why uncompressed is not ideal.
1080p Uncompressed Video at 24 FPS
Storage Per Hour = 537GB
Bandwidth Required = 150MB/sec (1.2Gbps)
Add a little extra for uncompressed audio.
For that uncompressed video, we' d need a disc capacity much larger than DVD, HD-DVD, or Blu-ray. And we' d need the transfer rate of 33x Blu-ray or 108x DVD. With advanced compression, the space and bandwidth problems can both be solved, and multichannel digital audio can be included.
DXTC (DirectX Texture Compression) is designed for 4:1 compression of color (RGBA) maps. 3Dc is also designed for 4:1 compression but for normal maps. Both are lossy formats, but you need to zoom up close in Photoshop to notice the difference (if any). Textures are filtered (to decrease aliasing) in real-time in games anyway, so the images in game will look different (compressed or not) from the image file opened in a photo application.
Compression brings two advantages: space and speed. Not only does a compressed texture take 1/4 the space in RAM and Disk, it also only needs 1/4 the bandwidth. With 4:1 compression, developers can add 4x as much detail to graphics without requiring more memory space or memory bandwidth.
It doesn' t even matter if the DVD has the room for uncompressed textures, because the textures are better off compressed when used in real-time in the games. So they might as well be already compressed (with the same format) on the DVD too. Plus, compressed files will load faster from DVD. A lossless compression via software might be added to require even less DVD space, and it could be unpacked to the native hardware compressed texture formats when stored in RAM.
Original Vs Compressed Textures
http://www.ati.com/developer/images/compresonator_1_image.JPG# (color)
http://www.ati.com/developer/images/compresonator_2_image.JPG# (color)
http://www.ati.com/developer/samples/dx9/NormalCompression.jpg# (normal)