2 ms·
Some things are natural to streaming - voice-over, video, music - others are very hard. An FX explosion with tons of particles needs lots of textures/models in
by malkia 14y ago
Some things are natural to streaming - voice-over, video, music - others are very hard.
An FX explosion with tons of particles needs lots of textures/models in advance to be visualized.
An on screen-model (say the weapon that the player carries in FPS game) is so detailed that you need several megabytes only for it there. If it's multi-player game, you need to be able to change that weapon instantly, so you need to show it right away.
Oh, I've said sounds are easy to stream - well not so, if this is the sound of your gun, which should come in an instant!... And in multi-player game, this means a lot more guns :)
Then the level. In single player game you start from a predefined point, so you can do some hints to the streaming system - precache this/that, etc.
Multiplayer baby! What would you do? You can be spawned at any point...
The UI of a modern AAA game is also pretty big - you need icons, images, etc of a lot of detailed weapons, attachments, etc.
You need roughly 100mb in an instant to have some good play, and somehow load the rest (gigabytes) in the mean time. And this is for current gen consoles, for high-end PC and future consoles this could get x10 easily.
As for the whole procedural thing. It's cool, I like it - but don't overdo it - it's the artist arch-nemesis. And more or less only programmer types are kind of into controlling such procedural "thingies" :)