Exactly, or games will rely on streaming, which isn't the easiest feature to implement or something you can just carelessly use as you wish. Not to mention huge sandbox games (once again using elderscrolls as an example) where they would have to pull climbing and floating from the series since big cities would have to be…
PC isn't the smaller market. It's been demonstrated in plenty of statistics time and time again, and usually those stats don't take into account a lot of the digital market. PC is a smaller market than 'console'. It is however a bigger market than any one console - that's a good thing to remember. Some games however just…
Problem isn't so much as graphical power as is it refined power through the pipeline. I personally had enough of all the issues people have with Normal Map, not to consider the the way graphically people have to pull all the tricks in the book. To give an example, SM2.0 and SM3.0 cards. Back when X800 and GT6800 where…
Why would you think that? I think heavier shaders and postprocessing will be the "selling point" nothing people can point out specifically, but I think our rendering quality will increase ALOT, we dont really need that much more polys, its the shader, lighting and postprocessing etc that is lagging behind. Playing through…
We're already backing AO maps, what is new? Translucency/fake SSS maps are already being used for skin shaders in games today, and that accounts for like 0.001% of the art content in a game anyway. I wouldn't really worry about it. Doing unique environment work, as has generally been the case, will be the biggest place…
When the player begins the game, load content for that section of the game into memory. As the player progresses, stream it from the disk into memory. Higher bandwidth and more memory means you can put more in memory, and faster - given a current optical disk based game tends to be under 6.5Gb (albeit compressed) to fit on…