[QUOTE="vitz3"][QUOTE="TripleXAlexXx"][QUOTE="rimnet00"][QUOTE="vitz3"] [QUOTE="rimnet00"]Except you fail, the decompression is done by the GPU in realtime by dedicated hardware. So your thread is just a pile of assumption you pulled out of your rear.rimnet00
o_0 ???
What? Got any links? Since when is the decompression of execution data run on the graphics processor?
You are talking about compression of executable data? That makes your entire argument even worse.
When people (who arn't just copy/pasting) refer to "compression techniques are going to be the saving grace of the 360's storage limitations", they are refering to textures (and occationally sound and videos) - which constitute the largest portion of game data. Since when have people, or any games for that matter had anything to do with the compression of binaries? Binaries constitute the smallest portion of games, and are hardly ever a limiting factor.
With that said, the textures are decompressed by the GPU.
Ouch. Sounds like this guy knows what he's talking about.
/thread.
Oh wow. I see another lem walking with a white cane.
All Graphics processors in today's console's do decompression of textures on the GPU. The data that still relies on the CPU is still quite large. Uncompressed 5.1 sound is done on the CPU, same with geometry and video files.
You go on and on about how the GPU does decompression on the fly but you forgot that you just painted yourself into a corner.
There is a limit as to how fast the GPU can access that data from Main shared RAM. The available bandwidth of the GPU is very limited. This will result in lower quality textures, and pop-in.
When the 360 begins to deal with high-quality but highly compressed texture data we begin to see it's flaws. For example the texture data in Gears of War is the victim of this limited bandwidth. I and many others have witnessed textures pop-in and look plain ugly while the 360's GPU tries to play catch-up.
There is quite literally a physical limit as to how fast the textures can be decompressed. That little decoder can only work so fast.
First of all, we shouldn't even be bringing sound and video into this discussion. Decompressing audio is trivial when it comes to performance, since it's hardly demanding. Video is just as trivial, seeing as Microsoft has it's own propreitary MPEG4 codec WMV VC1 (HD), which has the quality very close to H.264, except at 1/5th the file size. Seeing as videos don't play during regular gameplay - decompression is trivial.
You are right about the bandwidth, however that is a completely different subject, seeing as you are not suspiciously changing your premise. First you were referring to CPU-binding compression, then you suggested you were referring to compression on binaries, and now you are switching tracks and pointing at the bandwidth being the limiting factor. It just sound to me like I am arguing again Google, and not you.
With that said, I find it ironic you say I painted myself into a corner, seeing as the PS3 suffers with similiar bandwidth issues. In essense, your retort (if it actually is your retort and not google's), has worked against your original premise. Due to the early generation Bluray drive found in PS3, seek times/read times off the Bluray disk are extremely slow, resulting in developers having to place redundant data on the disk in order to statistically boost data rates. In other words, you may find that each "level" has all it's nessesary data clustered into the same area of the disk - while at the same time a portion of this data is idential to the data found in another section of the disk, for another level. In other words, the bandwidth issues essentially result in less "real" space on the Bluray disk.
I'll put my money on you....:D
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