Zaptruder said:I'm not a mathemetician, so 4x6=24 is incorrect?
Yeah, great comparison. Hey, I've played Rollercoaster Tycoon a couple of times, so if you ever need a rollercoaster built, or a whole theme park, you know who to call!
Zaptruder said:I'm not a mathemetician, so 4x6=24 is incorrect?
Drek said:Oblivion on PS3 = GOTY Ed., released the same day as an X360 and PC GOTY Ed., probably in March.
PS3 will support 1080p for the "AWESOME GRAPHIX UPGRADEZ".
Thats my bet.
Drek said:Oblivion on PS3 = GOTY Ed., released the same day as an X360 and PC GOTY Ed., probably in March.
PS3 will support 1080p for the "AWESOME GRAPHIX UPGRADEZ".
Thats my bet.
X360FanBoyLOL said:I highly doubt the PS3 will get ES:IV but I heard Bethesda is working on another Elders Scrolls game and THAT will possibly be on the PS3
Zaptruder said:I'm not a mathemetician, so 4x6=24 is incorrect?
steinmc said:Yes, but don`t forget, that the Xbox360 Version of Oblivion uses the HDD for streaming as well.
Bethesda said prior to the 360 release that they use the HDD extensively. Texture res has nothing to do with it.Zaptruder said:Maybe, but they couldn't rely on its presence, ergo they couldn't maximize the advantage of the HDD.
Modus; I'm mainly saying how guaranteed HDD presence can be used to give higher texture res, rather than saying that's how Oblivion will do it (if it will have higher texture res at all).
GhaleonEB said:Bethesda said prior to the 360 release that they use the HDD extensively. Texture res has nothing to do with it.
Zaptruder said:I'm mainly saying how guaranteed HDD presence can be used to give higher texture res.
oh snapVark said:Texture res is a RAM limitation, not a storage one.
Vark said:Texture res is a RAM limitation, not a storage one.
It's a primary limitation yes... but are you saying that no one has written code that exploits the faster speed of the HDD as a streaming device?
:lolGhaleonEB said:oh snap
Yeah, with Oblivion I imagine it's more of a time and money issue when it comes to making shitloads of different textures.I mean, texture usage is RAM bound - so you still have roughly the same upper limit on textures. However, with the extra RAM you could replace reused textures with new textures... but i'd have to ask... why the hell would Bethesda care about that? Do people have photographic memories for textures?
"HOLD ON a minute ... i saw this rock texture back in Bruma!!"
DCharlie said:why the hell would Bethesda care about that? Do people have photographic memories for textures?
"HOLD ON a minute ... i saw this rock texture back in Bruma!!"
DCharlie said:wouldn't extra space lead to more variety overal rather than more textures per scene?
I mean, texture usage is RAM bound - so you still have roughly the same upper limit on textures. However, with the extra RAM you could replace reused textures with new textures... but i'd have to ask... why the hell would Bethesda care about that? Do people have photographic memories for textures?
"HOLD ON a minute ... i saw this rock texture back in Bruma!!"
gofreak said:I've seen more than one comment passed on Oblivion's recycling of assets generally. Not that Bethesda would care about that, or changing that, for a simple port.
Have you played Oblivion? The game world is *massive*, and the different areas in the overworld are very uniqe, as are the towns. Most of the texture recycling is in the dungeons. But when there's 200 of them, we should cut them some slack.gofreak said:I've seen more than one comment passed on Oblivion's recycling of assets generally. Not that Bethesda would care about that, or changing that, for a simple port.
Texture usage is RAM bound yes; but if you can load larger textures into the same RAM, relying on the HDD to stream the rest of the textures that you'd normally have to hold in RAM, then you'd get larger textures, for the same amount of RAM, courtesy of the HDD.
and for the second comment... maybe you wouldn't be able to tell which specific texture you saw, but you'd definetly get the sense of repitition after a few dozen hours of play.
GhaleonEB said:Have you played Oblivion? The game world is *massive*, and the different areas in the overworld are very uniqe, as are the towns. Most of the texture recycling is in the dungeons. But when there's 200 of them, we should cut them some slack.
GhaleonEB said:Have you played Oblivion? The game world is *massive*, and the different areas in the overworld are very uniqe, as are the towns. Most of the texture recycling is in the dungeons. But when there's 200 of them, we should cut them some slack.
DCharlie said:um... why? larger texture files eat up more RAM - you still need the textures in RAM to display and then you are still have the limit - i don't see how you can have the same RAM yet magically the HDD provides the ability for Higher rez textures per scene unless my understanding of this is totally AOT (which it might be).
Oh, don't forget that 10MB on the 360 tossed in as well. :lolmanxor said:Why do I get the feeling this thread's about to turn into a 512MB unified -vs- 256MB GPU/256MB CPU memory debate soon...![]()
There is a reason the 360 dvd was not filled. Oblivions textures, assets etc had to be compressed and you cannot compare the PC packets to the 360. Totally different setup. The 360 is locked at 7.5gigs and with compression.. resources are well not that great.Nerevar said:you're insane if you really believe this. Oblivion didn't even fill the xbox 360 DVD. The game will look exactly the same as the PC verison.
Zaptruder said:Because not all the textures in RAM are been displayed at once on screen, efficient streaming means that a larger portion of the textures in RAM would be allowed to be shown on screen at once.
Warm Machine said:This is a myth. What the player can see or encounter at any moment is carefully balanced. You are essentially saying that when one enemy or asset goes off screen you can drop his maps and another can come on screen through efficiencies...what you fail to get is that when the player turns to see them both there still needs to be space to accomodate both of them. The maps have have to go somewhere.
As a dev myself I know intimately the process of texture budgeting and asset management. Normally streaming accomodates the newest stuff first and only purges the older stuff when it needs the space for more new assets. This still needs balanceing otherwise you will see texture and vram corruption cropping up here and there. It is a performance hit to try to look through all the textures loaded and individually figure out which ones go and which ones stay on a per frame basis so to alleviate this things are organized in groups of memory.
The devs of Oblivion could probably tell you exactly what they expect loaded at any given moment of their game even accounting for some randomness and there is no chance of anything coming in that tips them over the edge.
If they do do a PS3 port of Oblivion don't expect the textures to change.
RavenFox said:There is a reason the 360 dvd was not filled. Oblivions textures, assets etc had to be compressed and you cannot compare the PC packets to the 360. Totally different setup. The 360 is locked at 7.5gigs and with compression.. resources are well not that great.
Blu Ray for Oblivion does not mean it will use 50 gigs but as you can see from PS3 games lately textures, sound etc are being put to good use. Bethseda will pass the 4.5gig mark on PS3 because they can.
Well if it is coming though![]()
DCharlie said:can someone explain to me why the texture RESOLUTION is coming into this? i'm a bit confused here - and i keep seeing it come up over and over again.
:/
is it just my mainframe minded brain?!
or are the PS3 guys viewing it like this? (focusing solely on environment)
X360
Memory : 512 MB
Lets say from your point (A) you need to have every texture you can see from your point to the horizon in memory. So your 512 MB has to handle everything. 512MB / 10 view ports. (just bear with me hear - i know this is all bullshit, i'm just trying to make it easier)
PS3
Memory : 512 MB
From point A, because of the fast caching to ram from HDD (i'm not sure BR is fast enough?) , you can increase texture resolution because when you swing your head around to view elsewhere you can just stream in the data.
Say you have the main viewport, plus left/right view port - therefore 512MB / 3 of texture ram active.
You need to keep more than just what's in your viewport on either system. You can't stream data off a hard drive quickly enough to accomodate a completely different view, which may be required in a split second. A certain amount of the area around a player needs to be in RAM, at least.
I'm not sure if texture resolution per se enters into the equation at all. Maybe if on one system loading of data was so slow that you had to keep more data from the surrounding area in RAM at one time, and on another you could afford to keep less (and thus have a higher quality/resolution of that lesser amount of data). But I really don't know if having a standard HDD or whatever suddenly puts you in the situation.
(Better) streaming can help in other ways, but I don't know about texture resolution.
The one way more storage capacity could help with textures (as opposed to texture resolution) is the seperate issue mentioned earlier, of unique data, and diversity of data across the game. The quality of data in a given load may not diverge greatly, but in a given area more unique data for that area could be pulled off the disc versus pulling in the same old assets used in a million other places. But that's not really relevant for a port of Oblivion.
DCharlie said:can someone explain to me why the texture RESOLUTION is coming into this? i'm a bit confused here - and i keep seeing it come up over and over again.
:/
is it just my mainframe minded brain?!
or are the PS3 guys viewing it like this? (focusing solely on environment)
X360
Memory : 512 MB
Lets say from your point (A) you need to have every texture you can see from your point to the horizon in memory. So your 512 MB has to handle everything. 512MB / 10 view ports. (just bear with me hear - i know this is all bullshit, i'm just trying to make it easier)
PS3
Memory : 512 MB
From point A, because of the fast caching to ram from HDD (i'm not sure BR is fast enough?) , you can increase texture resolution because when you swing your head around to view elsewhere you can just stream in the data. The rest of the textures are all sitting on HDD to be pulled in (is this fast enough for _real time_ caching?!)
Say you have the main viewport, plus left/right view port - therefore 512MB / 3 of texture ram active.
???
Obviously, it's not as simple as that , but... you know... sounds like a lot of work, a lot of reworking of assets, and -potentially- something that might not be technically that easy to get to work well.
Are the gains going to be that significant that it justifies the reworking of what , IMO, is a good looking game as it is?
i'm just not seeing it - but i might just be missing something.
RavenFox said:There is a reason the 360 dvd was not filled. Oblivions textures, assets etc had to be compressed and you cannot compare the PC packets to the 360. Totally different setup. The 360 is locked at 7.5gigs and with compression.. resources are well not that great.
I think it was mentioned by either Vark or Stevemiester in the 10k Oblvion thread.gofreak said:Slightly OT, but how is it found out how much space these games take up? Is that a figure for unique data on the disc, or total size on the disc?
ahh bullocksNerevar said:do you understand anything of what you said?
GhaleonEB said:I think it was mentioned by either Vark or Stevemiester in the 10k Oblvion thread.
X360FanBoyLOL said:I'm drowning in all this....this....liquid I don't know what it is!!
It hasn't been confirmed as OPM's big story has it?davepoobond said:if that were true, then it'd be 10 words, and not the game that would be unveiled in OPM or whatever
gofreak said:The one way more storage capacity could help with textures (as opposed to texture resolution) is the seperate issue mentioned earlier, of unique data, and diversity of data across the game. The quality of data in a given load may not diverge greatly, but in a given area more unique data for that area could be pulled off the disc versus pulling in the same old assets used in a million other places.
DCharlie said:"HOLD ON a minute ... i saw this rock texture back in Bruma!!"
Vark said:Yep. What comes into consideration then is the usual development contraints. Time and money.
Just because you have the space to store 2x as many textures, doesn't mean you have the development time or budget to make 2x as many textures.
Contrary to popular opinion developers like leaving the office once in a while![]()
Zaptruder said:Texture usage is RAM bound yes; but if you can load larger textures into the same RAM, relying on the HDD to stream the rest of the textures that you'd normally have to hold in RAM, then you'd get larger textures, for the same amount of RAM, courtesy of the HDD.
and for the second comment... maybe you wouldn't be able to tell which specific texture you saw, but you'd definetly get the sense of repitition after a few dozen hours of play.