It's only a model...
Uncommon, some wear on the edges.
First game: TI Invaders (Space Invaders knock-off) for the TI-99 "home computer". Either that or the Pac-Man built into the glass-top tables at Mr. Gatti's Pizza.
First console: NES
First world-altering game secret: JUSTIN BAILEY
First Arcade: Aladdin's Palace
First "mature" game: Leisure Suit Larry
First PC: 386SX 16 mHz w/40 MB HDD, Win 3.0, & 640x480 VGA baby!
First FPS: Wolfenstein 3D
First game mastered: Street Fighter II Turbo - Hyper Fighting (SNES)
First LAN deathmatch: Duke Nukem 3D
Great Game Reawakening: Living in an apartment with all sixth generation consoles and 3 gaming rigs.
New Systems: Wii, DS.
Somehow now owns: PS3
Randomly owns: SEGA Nomad, Game Gear, Genesis II, Sega CD
Cannot afford but is thinking about intercepting return RROD coffin: Xbox 360.
Currently playing: Rock Band, Zack & Wiki, Unreal Tournament III
American Bluray discs are so much better. An asian guy told me so.
Okay, better too.
I swear, this game better be hyper epic. Hyper.
Hahahahaha, are you talking about your penis?
Also, I'm pretty sure they didn't use up an entire Blu-Ray for MGS4. That is pretty far fetched, maybe they used .wav files for all the sound in the game hmm? No, there's no way they used an entire Blu-Ray and then complained they had to compress things as well.
@ Electro Lemon
So they compressed some of the audio so that the rest of the uncompressed audio could fit onto the disk?
I honestly don't see any way a game could take up an entire 50GB unless it's full of a ton of uncompressed assets.
If Crysis only takes up 7GB, Unreal Tournament 3 8GB, Gears of War 9GB, Call of Duty 4 6GB, etc., etc. I don't think it's possible to properly compress a game and still have it take up 50GB.
A lot of it is going to be doubling of data to ensure speedy load times for the slow read speed of the Blur-Ray drive as well as uncompressed (textures especially to take a load off of the CPU/Video card working to uncompress on the fly) assets to make for a smoother experience.
I still think, with the proper techniques, the game could realistically fit on, at most, 2 DVDs to be played on the 360. After all, Ron did say Pedal Rear Squalid Door was indeed coming to the 360 so, it's gotta fit somehow.
And yet it was still an average and boring game. It goes to show you that size isn't everything.
The included the PAL region's audio and videos in there as well.
Apparently without those it came down to 16GB which included the doubling of data for the faster read speeds along with the fact that it contained a ton of 1080p videos rather than generating them in-game which would take up much less space.
So again, it is possible that it could fit on a DVD9.
How would a 360 get around the additional processor demands caused by compression? I'm not that familiar with either hardware beyond the basic specs (processor speed, GPU, and memory size/allocation).
I'm not entirely sure, so don't quote me on this but here's what I think...
The 360's video card has more RAM which would allow for more texture data to be stored allowing the uncompression (I don't think that's a word) to come about less frequently than the PS3. The 360's could technically store more in the RAM and call on them quickly whereas the PS3 would need to either use lower resolution textures or have to uncompress them more often. I think.. :P
On top of that, the PS3's CPU architecture is still a mystery to many people, I mean just look how long it took for the PS2 to get figured out, but then look at how many amazing game followed. I think at this point the optimization is easier on the 360 due to it being more like a PC and therefore you can build on familiar techniques to speed up the process. On the PS3 you have to learn the architecture and build new techniques basically from scraps of old code.
AND on top of that you can add in the Hard Drive which can be used for caching extra data to also be quickly called upon.
**All of the above is purely speculation based on specs, interviews with developers, and the teeny, tiny bit of coding experience I have.**
I figured out what was wrong with that word...
It should be "Decompression". I feel like an idiot...
I don't know about you guys, but I'm not willing to wait that long. And if MGS4 receives less than stellar reviews, the projected 360 sales (if it does come out for that at all) will be lowered. We may even have a buggy and almost unplayable version. Take a look at MGS2 for example. The Xbox was far superior to the PS2, but the version it got was inferior.
But ultimately, the reason why we didn't want MGS4 to be PS3 exclusive before was because the PS3 didn't have too many great games. Now it's starting to pick up the pace, I really see no reason to not purchase one, unless you don't have the money or you just hate Sony for some reason.
The development smacks of the FF13 one to me, where supposedly, the developers said something along the lines of "Do we have to factor in the 360" to which the reply was "No".
Then theres devolpment costs for the 360 one, based on the assumption that this game is designed on the PS3's hardware and architecture, and factoring in the costs' they've already spent making it, The extra money to go to a 360 port might just be one step too far. It's not like they can press something to make it run on 360 and then turn it off to make it PS3 compatible.
@GoS-CPT-Stewart: The 360 doesn't technically have more GPU RAM than the PS3, the PS3 has a set amount (256mb of XDR DRAM which is more efficient than normal DDR2 or GDDR4 RAM) whereas the 360 shares 512mb between GPU and CPU meaning that theorectially it has more GPU RAM but you have to factor in how much the CPU is using of the RAM.
2) This will be an international title. Come to think of it, it costs just as much as any big-budgeted Hollywood film.
3) Now its non-linear design cannot fit on one disc? Not a big deal if it has to be formatted for multiple discs. They accomplished alot with the PSX release of Solid.
Maybe nextgen design isn't quite what everyone expected it to really be. Given how much effort, plus hard work was done; a nod from gamers saying "I'd gladly wait" might bring a smile to a developers face.
Plus the idea of "which console is better" isn't something that should be discussed. But how a game delivers what is "hidden" to a gamers' eye. Whatever Kojima-sama and his team have in store, it will be something this generation will take to heart.
The biggest files on that disc are probably the audio files.