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>Downloading that 20GB RAGE game has turned into quite a challenge Dated First World problems notwithstanding I immensely enjoy the harping on RAGE, especially
by artificial 11y ago
>Downloading that 20GB RAGE game has turned into quite a challenge
Dated First World problems notwithstanding I immensely enjoy the harping on RAGE, especially the fixation on the assets (and the resulting download size). GTAV is nearly 60GB and is immensely popular. It uses a traditional texture model compared to the Megatexture technique used in idtech. Computing the quantity of textures on install would result in people remarking how long it takes to install instead of download.
> You are forgetting the step in between. Using your argument that disk space is cheap (and assuming they don't use their hard drive to store anything else...) in the US ISPs are playing a dangerous game. A small DSL provider has a 5GB cap and will charge outrageous fees for going over
Canadians have been dealing with dinky quotas for awhile and entertainment streamed or downloaded thrives there. In the states there are plenty of people on dial up who live out in the sticks or are on satellite connections and you know what? I'd wager these people aren't the target market. For the vast majority of businesses the most expensive thing is employee overhead. Storage is cheap and getting cheaper, developer time not so much. I appreciate technical efficiency as much as anyone. The reality is that the junk pile is full of technically superior products that died because the competition beat them to market or out marketed them.
>However, the same group that created the FPS demo also created a tool to create demos - artists can go as wild as they want without needing to write a line of code: http://www.farbrausch.com/prod.py?which=168 http://www.farbrausch.com/prod.py?which=168 If you want something a little more well documented and updated you should check out ZGameEditor - http://www.zgameeditor.org/ http://www.zgameeditor.org/.
Neat. I'd sincerely enjoy seeing an attempt at making a game like RAGE with zgameeditor. I see excellent examples of toy tools. Using the right tool for the right job makes a world of difference, take a look at Unreal4, ZBrush, Maya, and a host of others involved in asset pipelines. You'll notice many of these tools are specialized. Pay close attention to the features and compare those to zgameditor.