Disc Size Caps Project Gotham Racing 4
Game compromised due to lack of space

31 Jul 2007
Project Gotham Racing 4 might not prove to be the game that developer Bizarre Creations want it to be. According to a forum posting on the Bizarre's forum that appears to be from an employee, the studio has had to cut things from the finished game due to lack of space on the DVD format.
'Ben' tells us:
"You won't see different times of day per city because this involves recreating all the textures again (one for day and one for night). Whilst this wasn't a problem for our dev team, it was a problem fitting all this data onto a single DVD. So we've worked around the problem by providing different lighting models per city. For example, Macau is always in the daytime, but if you play it during a storm everything looks darker and more foreboding. If you play during a blizzard then things are slightly tinged blue and everything seems more frozen. Of course, playing this track in sunshine will make everything appear bright and yellowy."
A DVD will store up to 9GB of information. A Blu-Ray disc, by comparison, can store up to 50GB on a dual-layer disc.
Up until now the discrepancy in disc storage space has not proved a problem, with games being developed for both the PS3 and 360 simultaneously. In this case, however, the extra storage afforded by a Blu-Ray disc would easily have accommodated the textures in question.
Microsoft's format choice would seem to be catching up with it.
Of course, it could just be a random pathological liar who has nothing better to do with his time than sow seeds of discontent with the 360.
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7 comments posted.
You don't want to do everything with dynamic lighting because then you'd have to simulate a light in every window you want to be lit, plus every neon sign, plus every light on a street sign, plus every streetlight. I don't think there are any computers that can do that lot in realtime at 1080p@60Hz.
So what game devs do is create different textures for day/night environments that fake most of the above light effects. With PGR's high resolution textures that all adds up to a huge amount of data. So much that it won't fit on a DVD apparently.
First comment
Posted by ajmetz
It was interesting to see Bev Bright's texture lecture at Develop in Brighton, and how different channels in photoshop are used as light maps, or reflection maps for each texture, etc. Although not a techy developer, so a lot of it went over my head, I walked away with the feeling that the size of textures used, was due to the demands on "through-put" rather than storage. However, I could well be confusing this with bump mapping, which they have removed from PGR4 because it was so minute, you couldn't notice it in PGR3, making it a waste of time, and resources, so perhaps that's what freed up "through-put", and storage for textures is another matter altogether.
On older formats we have seen epic games split over multiple discs. I guess in this case, it made more sense to be efficient with textures and cram them into one disc, than to be bloated, and make it multi-disc.
It's certainly interesting to chart the differences in X360 and PS3 as they become apparent.
I wonder how long it'll be before a super elite X360 comes along with built in HD-DVD, or, if BluRay becomes standard, even a BluRay drive. =P ^_^ That'll be funny.
On older formats we have seen epic games split over multiple discs. I guess in this case, it made more sense to be efficient with textures and cram them into one disc, than to be bloated, and make it multi-disc.
It's certainly interesting to chart the differences in X360 and PS3 as they become apparent.
I wonder how long it'll be before a super elite X360 comes along with built in HD-DVD, or, if BluRay becomes standard, even a BluRay drive. =P ^_^ That'll be funny.
Latest comment
Posted by tyrion
RayGamma wrote:
What I don't get is, why are they recreating loads of textures for night time? Can't the 360 take care of it all with dynamic lighting, or is it too much for the console?
You don't want to do everything with dynamic lighting because then you'd have to simulate a light in every window you want to be lit, plus every neon sign, plus every light on a street sign, plus every streetlight. I don't think there are any computers that can do that lot in realtime at 1080p@60Hz.
So what game devs do is create different textures for day/night environments that fake most of the above light effects. With PGR's high resolution textures that all adds up to a huge amount of data. So much that it won't fit on a DVD apparently.
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