Slashdot is powered by your submissions, so send in your scoop

 



Forgot your password?
typodupeerror
×

Games Already Filling Blu-Ray Discs 334

Eurogamer reports that according to Sony's Phil Harrison, PS3 launch titles are already getting close to the 25 GB limit on Blu-Ray discs. He views this as a positive thing, and suggests that the company will up the limit on the media format to 50 GB sometime next year. From the article: "Harrison also responded to questioning about the claim that the capacity of Blu-Ray will be used simply to provide more high definition movie sequences, effectively filling the discs - and games - with non-interactive content. 'It's not just about graphics,' he said. 'It's about 7.1 audio, it's about speech, it's about having up to 1080p movies built into the game; it's high-res textures, it's animation, it's everything that goes into making a very rich and varied next-gen experience. Partly it's visual, partly it's sound, and partially it'll be down to gameplay benefits as well - more levels, more detail, richer experiences.'"
This discussion has been archived. No new comments can be posted.

Games Already Filling Blu-Ray Discs

Comments Filter:
  • Re:Cut Scenes (Score:2, Informative)

    by j00r0m4nc3r ( 959816 ) on Tuesday October 17, 2006 @09:57AM (#16467793)
    Why waste disk space on movie files when doing it with the game engine is smaller and better for immersion?

    Companies do this because it's easier/cheaper to farm out cutscenes to an animation studio than to program a good scripting system and pay people to program in the cutscenes.
  • by adam31 ( 817930 ) <adam31.gmail@com> on Tuesday October 17, 2006 @10:02AM (#16467891)
    One key piece here is the duplication of game data. See, while the disc capacity and the amount of RAM to be filled have increased 15x, the disc bandwidth and seek times have improved only ~2x. So there is this huge bottleneck getting data into the game.


    Now, you commonly have models that reference the same textures or normal maps, and these models might be very far away from each other in the game world. You could seek around scooping up all the shared resources, but that would be really slow and loading times would be attrocious. What you really want to do is load up a giant chunk of data pre-packaged, and the only way to do that is to duplicate the shared resource. With giant disc capacity, there really is no downside except that some data gets squished further toward the "slow-read" inner ring.

    Higher capacity helps gameplay by improving load times, allowing denser data to be loaded and flushed more frequently, and making the game world richer. As far as 25 gigs of pre-rendered movies goes, I don't think you'll see that. It's just not cost effective. Those cinematics cost an ass-full of money, and maybe a few games will go nuts with it. But it certainly won't be the state of the industry in 2 years or anything.

If you think the system is working, ask someone who's waiting for a prompt.

Working...