Re: UTR - The first Review
Posted: Fri Mar 26, 2010 10:34 am
^ Ok, now that's just epic in every way and form, a 30000:1 compression
But it seems that was a specific project to make a full quality scene and then compress it to an unbelievable low size, and still fill it up to 64Kb with a final text. So unless that can be apllied to UT, in UT case I'm right, but regarding the rest it shuts me up regarding what I said, but then I wonder why today's games don't use the same technology (there must be some kind of financial boundery or complexity there that makes them step back), but this is just an assumption of mine.
Plus, everything I do I think about filesize (ask Creavion rofl, he heard me many times regarding the filesize of our projects lol), but in UT it just can't be compressed as much without changing it internally to adapt the new technologies and without coding it nativelly. For instance, 256x256 skins would be just good for the most things I do, and they look acceptable in the modeller program (they are filtered correctly), but then once imported into UT (with the best import options I found), they just suck. So to make them as acceptable as in the modeller, I have to rise them up to 512x512 (and everytime I can I try to makes parts of the skins 256x256, 512x256, 128x128, etc, to save filesize), and even so they don't look as good as in the modeller. So to have quality, I have to raise the resolution a bit more, and therefore need more memory and HD space to run them.
So unless someone knows how to make the same things with the same quality at a much lower filesize than what they already are without the need to go native, I have my hears open and I will imediatly aplly that knowledge to everything I am doing and already did, but until then, I repeat what I said, but more specifically: "In UT, without any sort of native addons, you can't expect quality within a 100Kb file, fact proved for already 10 years." (I am not saying pure coding mods, I am saying new stuff that needs new textures, sounds and such).
Anyway, that's really impressive and really leet stuff
But it seems that was a specific project to make a full quality scene and then compress it to an unbelievable low size, and still fill it up to 64Kb with a final text. So unless that can be apllied to UT, in UT case I'm right, but regarding the rest it shuts me up regarding what I said, but then I wonder why today's games don't use the same technology (there must be some kind of financial boundery or complexity there that makes them step back), but this is just an assumption of mine.
Plus, everything I do I think about filesize (ask Creavion rofl, he heard me many times regarding the filesize of our projects lol), but in UT it just can't be compressed as much without changing it internally to adapt the new technologies and without coding it nativelly. For instance, 256x256 skins would be just good for the most things I do, and they look acceptable in the modeller program (they are filtered correctly), but then once imported into UT (with the best import options I found), they just suck. So to make them as acceptable as in the modeller, I have to rise them up to 512x512 (and everytime I can I try to makes parts of the skins 256x256, 512x256, 128x128, etc, to save filesize), and even so they don't look as good as in the modeller. So to have quality, I have to raise the resolution a bit more, and therefore need more memory and HD space to run them.
So unless someone knows how to make the same things with the same quality at a much lower filesize than what they already are without the need to go native, I have my hears open and I will imediatly aplly that knowledge to everything I am doing and already did, but until then, I repeat what I said, but more specifically: "In UT, without any sort of native addons, you can't expect quality within a 100Kb file, fact proved for already 10 years." (I am not saying pure coding mods, I am saying new stuff that needs new textures, sounds and such).
Anyway, that's really impressive and really leet stuff