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i was going to post this in a thread already made but it has been locked so here you go..
http://www.vanguardsoh.com/forums/showthread.php?p=1485516#post1485516 wow, so i was dead wrong.... the file size will indeed be at least 20 gig at launch and that is freaking huge. looks like i will also have to add another HD to play vanguard as well as graphics card and ram upgrades. that is truly amazing that the file is that big, even eq2 is less than 10gig...vanguard will be more than twice that size! |
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9/23/06 4:34:19 PM#2
That'll take up about 1/8 of my remaining hard drive space so I think I'm good to go. But yes. That is "freakin huge" to put it simply. ![]() |
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9/23/06 4:54:22 PM#3
I think it's related to how the Unreal engine handles textures and other assets, like the terrain chunks. If I remember correctly UT2004 was very big too.
It is possible to make a world as big as Vanguards, with the same quality, but without the same file size. That I'm 100% sure of. So I'm abit dissapointed that they aren't able to do it. Because 24 gb is abit big for a game that is supposed to last 5+ years, with regular patches and expansions. I don't know how it is planned, but what if Vanguard get's a expansion cycle like EQ2 has |
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9/23/06 5:55:29 PM#4
I am willing to wager that much of the file size increase is due to the notion that a large chunk of programming has been left "flexible" for the purpose of being easy to update with intentional features down the road. Two basic examples: they have left all the programming hooks in for physics to effect nearly everything, they have left in all the programming hooks for mounted combat options to be implemented and fleshed out. Programming in all this extra code to be used and meshed in later on amounts to A LOT of inactive coding. But it is neccesary to keep the game flexible and easily refreashable by the devs. Things like programming in 100% seperate interaction for PVP so that it has no impact on PVE allows the devs to tune them completely independantly of each other and thus balance one without breaking the other. Its bloody brilliant but makes for a whomping huge client. Of course then there are massive amounts of high res textures etc. and the list goes on and on... |
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9/24/06 4:33:49 AM#5
The amount of code in a game has nothing to do with the filesize. It's pure text, dude.
It's the assets that make the filesize. |
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9/24/06 2:21:43 PM#6
won't that mean that the game is massive client side? like the game will run more client side than server and therefore make the game extremley laggy with that much file size running on your comp? i honestly do'nt know thats why i 'm asking if someone can help clear this up for me :)
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9/24/06 3:11:06 PM#7
But additionally if they want the game to look good a long time from now it also means its likely they will have textures with much higher native resolutions than what most of us will be seeing so that 2 years down the road they will still look good etc. Then there is the minor detail that all of the world is hand crafted. That means no random placement of trees etc. Everything is invididually hard coded in. Typically that wouldn't make much difference (at least in obvlivion it doesn't) but who knows. It really depends on how their file system for the world is setup. Its all speculation either way. Regardless its a big friggin world with a ton of content, so a big friggin client isn't overly suprising. /shrug Will it lag due to its client footprint? If you meat the PC requirements probably not. If you are under the requirements, who knows? |
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9/24/06 3:33:17 PM#8
Free Space: 121 GB (90%) Pshaw. 20-24GB I can eat for breakfast.
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9/24/06 3:38:37 PM#9
This is a pretty big hard disk space! I don't have a problem, got plenty spare but I really wonder how fast the communication between client and server will be if the client is that big!
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9/24/06 4:40:12 PM#10
The client
size has no impact in the communication between the server and the client. At
most it could impact in the load of new art assets in the ram and the amount
of ram needed to run the game, but the communication with the server should not
be affected by the size. |
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