[QUOTE="washimul"][QUOTE="eclipsed4utoo"][QUOTE="washimul"][QUOTE="Cellien"][QUOTE="eclipsed4utoo"][QUOTE="washimul"]I really wish you would stop exaggerating. Please, show us where you get your vast information from. Sheesh.. I know! This guy is annoying!a single level in LAIR takes up 5 gig.
If F5 decides to add more polygons/textures to LAIR then it could exceed 100gig.
LAIR has 10x more polygons and textures compared to GEARS.
eclipsed4utoo
http://ps3.ign.com/articles/733/733921p1.html
the TGS demo with less polygons/textures took up 4 gig space ..........thts right Cellien..(x360 owner).It was just one level.
the final build would be around 50gig with around 10 levels minimum.
since LAIR supports post data streaming/indirect cache line addressing/ direct texture mapping / shader time multiplexing etc.
dude....just admit it, you are throwing out keywords that you know absolutely nothing about. Please show me where Factor 5 states that Lair would have 10 levels and/or be 50GB in size. Please, please, leave your fanboyism at the door and just post the facts. Stop exaggerating numbers to make blu-ray look more appealing. To most people, blu-ray is already known to be needed for this generation of gaming(as stated by numerous developers). However, we do not need you to run around posting false information. You make the rest of us PS3 fans look bad.just shut up u x360 owner.
the ps3 could do more direct mapping cause the the aggregate cache size which is 2+ mb (256 k for each SPE) .so each cache adress line could be mapped on to a separate memory blocks. This would reduce slot collision and ultimate would make room for more direct mapping . The seek speed of BD which is 3g/s alllows post data streaming at higher resolutions.
wht do you expect from LAIR???
a small game with 5 levels.
here you eclipse:-
each char in LAIR has 170 000 polygons compared to just 10k for GEARS
http://www.gamasutra.com/features/20051007/waugh_01.shtml
you really need to grow up. Telling me to shut up because I have a 360? grow up boy. I could have went to google and found the definitions for all those words too.you need to know something before posting horrendous replies.
In order to argue you need to come up with proofs containing links which i do ALWAYS
i am a software engineering student. I would not use google for those terms .
http://www.gamasutra.com/features/20051007/waugh_01.shtml
Each model, Worch claimed, contained somewhere between 100,000 and 170,000 triangles. Each had a bunch of other special maps and lighting applied, and the main character was built up with "over ten textures". He compared this to an estimated 10,000 for characters in Gears of War and other recent high-res games. The high-res models, meanwhile, that got dithered down to produce the in-game models, ran up around 5,000,000 triangles.
you cd clearly see the words in-game, 5 000 0000 ,100 000 and 170 000.
the cutscene model contained 5000 000 polygons.
But dont forget EDGE allows post data streaming and real time raytracing at 1080p so 5000 000 for in game chars is not even a Question.
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