I bet he will say that he couldn't port it to Xbone because of 'technical limitations'.
How will this game run on ios then? where he only has access to like 50~100mb of ram.
How the hell does THAT game use 5GB?
Sure, we can optimize the game by making the textures lower res, and otherwise doing things that made Mass Effect look superior on Xbox than on PC.
Wait.
How the hell does THAT game use 5GB?
It's a persistent world in which the puzzles all tie in to an overlying theme. That theme, of course, is something we haven't seen yet.
The game could be 25GB and still be a truly unique experience, as far as I'm concerned.
This is a game coming from the man who made Braid.
We're in for a treat.
Yet it is silly to load 5GB on your ram, when you could easilly load a lot less
How fast is the flash memory in an iPhone?
It's a persistent world in which the puzzles all tie in to an overlying theme. That theme, of course, is something we haven't seen yet.
The game could be 25GB and still be a truly unique experience, as far as I'm concerned.
This is a game coming from the man who made Braid.
We're in for a treat.
How the hell does THAT game use 5GB?
I have no idea to be honest. But i reckon its not something he would be happy about.
And i have no idea what the limitation of apps are on ios.
But i dont think apple would allow a 5gb + game on store.
If he hadn't mentioned it, no one would have known and no one would have cared. Which, I should think, is an underlying component of his point: If the end-user is not impacted by how he chooses to do things, and how he chooses to do things makes his life easier and job less time-consuming and expensive, why should he not choose to do things that way? Because it's unseemly to a bunch of programming folks who, again, wouldn't have known what the game was doing had he not mentioned it?
Thanks for typing what I wanted to say. I always wonder if people what people who "armchair dev" think when they make stupid arguments. Arrrgh.Right now I'm planning a game for the iPad/PC. Most of my work is designing the game, but a good portion of it right now is how I can load the game into the iPad's 512mb of memory. I have to figure out how to load the game while the player scrolls across a map, how to load and unload assets in the background, and potentially limit the amount of images the player can see at any given time.
If it was just PC, I wouldn't really need to plan this at all. I could go straight into game making and not have to worry about memory juggling because most computers have 1GB to spare for games.
If tomorrow you told me I could design a game for 8GB of memory, I would be able to throw out at least a month's work of planning and testing for memory crashes, loading/unloading assets, and so on. It would be absolutely awesome.
Anyone screaming "bah lazy devs not optimizing their code" just don't get it. I can fit eight people into a Mini Cooper if I absolutely had to, stacking and squeezing them on the floors and seats, but if they could ride in a passenger van instead, why the hell would I still try to get them to fit in a Mini Cooper sized amount of space inside the van? I could just pile them in, drive my van, and be so much more comfortable.
@fanboi
I'm was just thinking of the potential if a developer did both. A well optimised game is going to allow for more possibilities.
v1oz said:He's basically using all the RAM just because it's there. Which is the lazy route, you just end up with inefficient code that's a memory hog. There will always be better coders out there who can make sure every single meg counts, resulting in technically superior games with less resource utilisation and better performance.
That's why I've always preferred coders with a hacker demo scene background. Old school guys like the people from Factor 5 who really pushed hardware to do things you never thought it was capable of. They'd do amazing things with just 2MB of RAM on the Amiga - 5GB would just lend them near infinite creative possibilities.
@fanboi
I'm was just thinking of the potential if a developer did both. A well optimised game is going to allow for more possibilities.
Correct and I agree! But as a indie developer they don't, usually, have the luxary to do both.
Well, I mean, obviously he'd have to compress a lot of stuff. iOS devices are fast catching up but they're not there yet.
No sense in not using the resources you've got at your disposal. If the performance doesn't suffer, I don't think we have too much to complain about.
I just hope that we're not heading to too bloated download-sizes, since the current PSN speeds I get most of the time would make this... less than ideal. Of course it is possible that the PS4 will come with an infrastructure upgrade, which renders this moot.
So does this mean that XBone's 3GB OS will actually be amazing?
Yup. Not optimized at all. Just... hemorrhaging with raw, pure ideas and input.
How the hell does THAT game use 5GB?
char *p;
p = (char*)malloc(5368709120);
Is the 3GB OS for xbox one confirmed ?
I wonder how they would ever manage to take up 3GB with a console OS
Code:char *p; p = (char*)malloc(5368709120);
Yet it is silly to load 5GB on your ram, when you could easilly load a lot less
He can do as he pleases, as long as he does not try to suggest that no next gen game can possibly run in 8GB ram which somehow is so "low"
He speciaifically says that his indie game takes 5GB, which implies a bigger game would never run in this order of magnitude ram
Which is a laughable statement of course
The fact that he cant optimize his game does not mean next gen is already doomed for using "only" 8GB of fast unified DD5 ram (PS4)
Yeah it was confirmed in the tech round table given after the reveal.
I wonder how they would ever manage to take up 3GB with a console OS
How will this game run on ios then? where he only has access to like 50~100mb of ram.
Makes me upset, as it means PC ports will probably be bare-bones and very poorly optimized.
If he hadn't mentioned it, no one would have known and no one would have cared. Which, I should think, is an underlying component of his point: If the end-user is not impacted by how he chooses to do things, and how he chooses to do things makes his life easier and job less time-consuming and expensive, why should he not choose to do things that way? Because it's unseemly to a bunch of programming folks who, again, wouldn't have known what the game was doing had he not mentioned it?
@fanboi
I'm was just thinking of the potential if a developer did both. A well optimised game is going to allow for more possibilities.
He didn't say that. He just said that 8GB wasn't that much.
I truly doubt they'll ever catch up. If an iPad was to have as much power as a dedicated gaming device, the battery life would be terrbile. Just look at modern handhelds.Well, I mean, obviously he'd have to compress a lot of stuff. iOS devices are fast catching up but they're not there yet.
If we compare the graphics of Witness to next gen graphics, then he practially said that we need about 32GB ram at the very least to have any chance to run those
The first iphone had 256MB of ram. What are you talking about?
Is the 3GB OS for xbox one confirmed ?
I wonder how they would ever manage to take up 3GB with a console OS