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Author Topic: Why High Capacity Discs Are Not Need For Gaming  (Read 108 times)

m_hael

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Why High Capacity Discs Are Not Need For Gaming
« Reply #15 on: July 14, 2005, 08:04:00 AM »

QUOTE(BlueLemon @ Jul 14 2005, 06:43 AM)
Only issue using scene type systems is the ammount of memory required. Even though the executable is small and textures procedural, those textures still need to be stored somewhere after being generated.  This is a techdemo, very fancy and skilled coding, but i dont think youll be seeing it as a replacement for tried and true raster texture maps and the like.
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Devedander

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Why High Capacity Discs Are Not Need For Gaming
« Reply #16 on: July 21, 2005, 04:54:00 PM »

QUOTE(thesideinguy @ Jul 12 2005, 04:10 AM)
somehow i have a very hard time beleiving that.
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mikeandbandit

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Why High Capacity Discs Are Not Need For Gaming
« Reply #17 on: July 21, 2005, 07:26:00 PM »

actually its funny he should mention that as it give us a perspective of just HOW space consuming these fmv are.

ok for arguements sake, at 800x 600 rez, with images apporoximately 60KB each, at 60 fps you have about 3,600 KB  or 3.5 MB per sec.  so one minute of full motion video at 800x600 rez at 60 fps bumps you up to 215MB per minute.  So for ten minutes of Full Motion Video at this rez you are now suddenly talking 2GB for video that was produced from an game compressed down to 96KB.

hmmm....  96KB vs 2GB  wow astonishing...
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