[QUOTE="LibertySaint"][QUOTE="BobHipJames"][QUOTE="acekall"] [QUOTE="kazamadevil"]360 has a limit of dual layer dvd 8.5 gig.ps3 can have games up to 50 gig. That is why textures look better on the ps3 than the 360.Uncharted had better texture than any game I've seen on the 360. 360 has still impressive graphics through.BobHipJames
young padawan, you must learn that disc space and textures do not directly co-relate to each other. To some extent yes, more space=more place for high-res textures. But PC games look best and rarely go over 1 dual layer dvd in size(including installation).
Whats important for high resolution textures is videomemory and RAM, thats more important than physical capacity aka blu-ray, dvd or HDD.
In the case of Uncharted specifically, the developers said that they used the Blu Ray and HDD to simultaneously stream textures, level data....pretty much every damn thing. They attributed it as a reason that their game looks like it does and runs so damn well, no loading times, etc.
They said the streaming helped them apply "maximum efficient use" of RAM. I'm not sure why. They seemed to think it helped, but point made on storage capacity. I'm referring to streaming specifically.
well streaming usually applies with storing a certain amount on data on the hdd, via caching and then loading it later into the whole system when its called upon. u can use hdd caching like ram, by that i mean u can store say a area layout but not the textures specifically. Which means the ram has more room for other data, remember ever kb counts. Did u hear what epic did to utilize the ps3s ram? they literally cut out polygons that no one noticed on the ps3 version so it would allow for more space...they did alot more but yeah, cutting polygons is a tedious method and it doesn't turn much results, but btw them doing that u can see every kb counts with ram and getting the best results possible. Uncharted devs figured they could use the hdd to store necessary data but not essential data which the ram stores and uses constantly.
They did that SPECIFICALLY to utilize the PS3's RAM for better performance? I want the links or the interviews. I want nothing other than verbatim confirmation of this.
Because to my understanding rendering polygons in processor intensive, not RAM intensive.....I would expect that the textures would be far more RAM intensive than anything else in the game. Frankly, the textures were lower resolution in the PS3 version of UT3, but both looked excellent and remarkably similar in most instances.
I'm not attempting to neglect or sidestep the truth, I just want to know, honestly, if that's the case. Most PS3 first party games are INCREDIBLY high-poly. GT5, Ratchet, Resistance, Warhawk....they're ridiculous actually. Moreso than I've seen in any game prior. That and MGS4.
yes, yes, i
ll find it, but don't hold your breathe, i'll prolly pm u it? k, anyways, i'm not talking cutting visible polys, i'm talking ones you don't see.
Edit: wait i found it quick like, i just googled ut 3 ram optimization lol!
here it is:
here, its a cool read, enjoy :D
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