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[PsxE]Xbox 360 DVD Too Small, Fitting GTAIV a Problem - Page 6

post #51 of 74
Quote:
Originally Posted by edeekeos View Post
They have 50Gb to work with which makes them lazy. It did fit onto a dvd or it wouldnt be on the 360

I have also done mapping and textures, NOT expansiveness are what takes up space. What is the main difference between last gen and next gen games?? Textures...
The refinement of environments is a key improvement. That means models are much more refined, and curved surfaces are represented by more polygons. But I guess including those ideas would mean your point is moot so I can see why you didn't.

Quote:
Originally Posted by xdaseinx View Post
You stated specifically that textures are not what take up storage space but environments. Larger environments with differentiated and unique settings have more textures. It is textures that comprise most of the storage of games. Any other aspect of a 3D environment creates minimal data. So you're talking out your ass now.
The fact that you have your head so far up edeekeos's rear that you are talking out of both his and your collective rears means you have no ability to criticize. That, coupled with the fact that you miss obvious points proves that you either didn't read what I've wrote or are puprosely ignoring key points so that you feel empowered. Textures get reused constantly on expansive environments, and that is what I said before. You, like the friend whose rear in which you are currently residing, apparently have to completely disregard key points of an argument or just make crap up.

Quote:
Originally Posted by HrnyGoat View Post
A polygon mesh consists of nothing more than sets of vertex coordinates. An extremely large mesh only takes up a few hundred megabytes at the very most. It is the textures applied to that mesh that actually take up any tangible amount of space. And even then, with skilled use of textures, you'll only use up a couple gigabytes.
That is grossly incorrect. The fact that each polygon face has to have information as to what texture is applied to it, the position of the texture, the scale of the texture, and any additional effects not programmed into the texture as a shader, in addition to its connectivity, means it isn't as simple as a set of vertices. The most efficient way to represent a mesh (without any duplication coding) is to have a master set of nodes, each with its own coordinate, and each polygon will then reference each node in order of connectivity so that the proper face direction can be drawn. It isn't as simple as you would like to believe. I could go into how I know this and even show you maps I've created or software I've written for my thesis that proves what I say is true, but somehow the other two geniuses will bend what is said to suit their own needs so it's not worth it.

Regardless of what you all say, if it could be fit onto a single DVD there is no reason not to do it, so they wouldn't be complaining about it. If you think it can be done, then show us all how or shut your cake holes. Simply saying it can be done when you clearly have little-to-no idea what you are talking about has no merit.
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post #52 of 74
Quote:
Originally Posted by d3daiM View Post
houser's Comment Was In Regards To gta V And Future Projects
Yepp.
I'm going to quote the slashdot crowd and say. RTFA.
    
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post #53 of 74
Quote:
Originally Posted by edeekeos View Post
Whether you refuse to believe it or not, you could have a game the scope of GTAIV fit on a CD given that the textures are terrible even though it is huge.
It doesnt really matter what the experts say (what 4 or 5 of us have been trying to tell you) because I guess you are just smarter
You proved that just by speaking again, because until you learn to actually back up what you say without making up crap and/or manipulating what is available to suit your needs you will not be taken seriously. Seriously, you have yet to even state why they aren't fitting it onto a DVD if they could. Laziness isn't an answer, either. As soon as you give a credible answer I will concede the point of it being able to fit onto a DVD. But as for the rest, you are simply wrong and the fact that you resorted to unwitty insults yet again after I rebuted your post shows this.
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post #54 of 74
This is totally out of hand. I could quote a lot of people but I'm just going to ask two questions, mostly to edeekeos hrnygoat, and xdaseinx.

1) Do you literally believe that Mr. Houser wasn't telling the truth when he said straight-up in the interview that the size limitation of the DVD9 for the Xbox 360 version of GTA4 caused problems?

2) Do you actually think that you have more knowledge and expertise than companies like Rockstar and Konami when it comes to writing a video game and fitting it onto the media that's available?
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post #55 of 74
Thread Starter 
I think mapping and textures do play a large role in the size of the games but the coding is more important. Check out this 96kb game for example, its what I call perfection.
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post #56 of 74
Quote:
Originally Posted by CrackClocker View Post
I think mapping and textures do play a large role in the size of the games but the coding is more important. Check out this 96kb game for example, its what I call perfection.
DUDE that game would be sick for 100 megs let alone 100k. One HELL of a find +

Shows you what good coding will do for you
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post #57 of 74
Quote:
Originally Posted by edeekeos View Post
Lossy audio is just fine and you wouldnt know the difference between lossless and lossy anyway. Its been proven. The size is an excuse to be lazy.
its been proven? By whom? What kind of objective proof is there to say there isn't a perceivable difference between Lossy and Lossless? The difference is subjective. Some people can hear the difference, others cant. I can easily hear the difference between a 192k or even a 320k MP3 file over a lossless FLAC. It all depends on your audio hardware. I cant stand MP3s anymore. I can always hear the little artifacts, the lack of clarity in highs and lows, its really not hard to tell the difference.

This argument is like the Pepsi vs. Coke comparison. Yeah they are similar tasting. But certain people can easily tell the difference in a blind taste test. And subjectively, one tastes better than the other.

With Lossless audio the hardware you use makes a huge difference. If you are going straight out of onboard realtek sound, its going to sound quite similar to lossy. But if you have digital out to a high quality DAC or analog out from a high quality sound card with a decent DAC, its going to make a huge difference.
    
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post #58 of 74
Quote:
Originally Posted by RickJS View Post
But you prefer PCs? You now understand it. Its the same thing with you thinking PCs are better.
Who said I prefer PCs?
    
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post #59 of 74
Quote:
Originally Posted by CrackClocker View Post
I think mapping and textures do play a large role in the size of the games but the coding is more important. Check out this 96kb game for example, its what I call perfection.
Proof right there that coding makes all the difference. There is no way i would've that that only takes a few kb. Its like come on I have power point presentations that take up more space then that.
    
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post #60 of 74
Quote:
Originally Posted by edeekeos View Post
I am glad we can come to a peaceful understanding but I beg to differ. Download a lossless and lossy audio file and you have to litteraly see the difference on a oscilliscope because you really cant hear it. I know, I have done this before and I have big ears
Just wanted it to be know that I have been a sound engineer for over half my life and I could tell the difference. I do not want to debate this with you just wanted it to be known that there are quite a few people out there that can easily tell the difference.

That's all I got.
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