450°

Batman: Arkham Knight Batmobile Takes Up Enough Memory To Be a Full Xbox 360 Game

T1 - The Arkham Knight batmobile is so detailed it takes up around 160mb of memory alone due to the textures, shaders, and hundreds and thousands of polygons used. With the Xbox 360 only having 512mb of RAM and 256mb of that being dedicated to the CPU, that's more than half a full Xbox 360 before anything else is even added. It’s basically a full Xbox 360 game.

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fr0sty4084d ago

Except that it isn't a "full Xbox 360 game". It's less than half of 360's RAM. Most 360 or PS3 games were many GB's in size, especially Ps3.

mhunterjr4084d ago (Edited 4084d ago )

They are talking about the memory needed to render the vehicle, not the size of the data files.

Both the ps3 and 360 had only 512mb of ram, and both dedicated roughly half of that for graphical processes.

PLASTICA-MAN4084d ago (Edited 4084d ago )

"It says it is running on their modified Unreal engine."

Oh no, why not UE4 why NOT?

I really wonder about the future of this engine, not even released and almost DBB (Dead Before Birth).

Edit: I saw some ingame photos of the game (look in Neogaf not gonna post them here). The game uses the same old engine but has slightly better graphics, nothing spectacular (for next-gen only game), don't expect UE4 Infiltrator level. Hype just went into free fall. Sorry :(

Eonjay4084d ago

Basically if the game was on the 360, the only thing on screen would be the Batmobile. Thats it.

Sevir4084d ago

Development started in 2012, Unreal engine 4 wasn't completed till late last year, this game was well into development by the time retail availability of UE4 was ready for licensing! Most games using UE4 started development early last year!

FRAKISTAN4084d ago (Edited 4084d ago )

facepalm @fr0sty

fr0sty4084d ago (Edited 4084d ago )

A full 360 game is several GB's, which is what the article compared it against. It didn't say "equal to Xbox 360's RAM size" which would have been close to accurate (360's GPU RAM is still more than what the batmobile took up). Just a very inaccurate description from someone who didn't know much about the technical lingo they were trying to use, especially when they use the word "FULL" 360 game.

Anonagrog4083d ago

@PLASTICA-MAN,

Considering how good the old 'Star Wars 1313' gameplay footage and 'The Samaritan' looked those 2 years ago running on one of the latest iterations of UE3, I wouldn't shrug it off just yet.

Some of those modifications mentioned may even be Rocksteady going with a more realistic, physically-based renderer to bring it more in line with the current graphical trends and expectations.

Regardless of whatever "ingame photos" you saw that nobody else has seen, perhaps just wait until game-play footage is released? :P

PLASTICA-MAN4083d ago

@ dogdirt2000

The photos I saw looked nothing like Star War 1313 or The Samaritan demo, they looked slightly betetr than the old games and the old engine and especially character models are very recognizable and last-gen. Plus even the Samaritan demo doesn't look as good like any of UE4 demo whther elemental or Infiltrator cus both used new next-gen tech from translucid material sub surface scattering, SVOGI, etc and other stuff not possible with the highest version of UE3. You can use UE3 to the max, it will never look as good as the basic UE4 , it will alwys look like an UE3 game from last-gen.

Volkama4083d ago (Edited 4083d ago )

360 didn't split GPU and CPU RAM up 256/256. It had a 512mb unified pool of GDDR3 (+10mb EDRAM) and how it was allocated was entirely flexible, with the exception of the <50mb that was reserved for the OS and system features.

The PS3 had a 256/256 split, that's one of the key reasons it was harder to push the same textures on that platform.

Strange choice for the article headline, but it's fair to say we weren't likely to see any 160mb assets in a 360 game.

Anonagrog4083d ago (Edited 4083d ago )

@PLASTICA-MAN,

UE3 in it's latest form supports DX11, is capable of now using deferred rendering, and also handles the usual specialist shading with things like translucency, skin sub-surface scattering and hair. There's also the support for tessellation and displacement mapping, IBL and energy-conserving specular brdf. On the global illumination front the last I heard was that Epic ditched SVOGI because it was too resource heavy, and are instead going with the more traditional radiosity approach, ala. Geomerics' Enlighten perhaps, which has actually been available through UE3 for some time.

Let's not forget that Rocksteady are full licensees. They have access to the engine's codebase and can change whatever they want to achieve their goal(s). If they wanted to re-write the entire renderer they could, though I doubt going to that extreme would be necessary.

PLASTICA-MAN4083d ago (Edited 4083d ago )

@ dogdirt2000
If you want, I will send the pics' link to you only and tell me if this is comarable to Samaritan demo, let alone Infiltrator demo.

This is just beefed version of the old engine which conserves the really bulky ugly models and doen't come up to anything seen next-gen.

Oh BTW, deferred rendering was used since the first Bioshock and it was even using UE2.

Anonagrog4083d ago (Edited 4083d ago )

@Plastica-Man,

Nope, that's not right at all.

UE3 had been primarily a forward renderer up until several years ago, and it certainly didn't launch with it. It was brought right to the forefront when UE3 was brought up to DX11. UE2 absolutely didn't support it, and deferred rendering wasn't even a 'thing' in games until STALKER brought it to everyone's attention about 6-7 years ago.

Bioshock Infinite was the only Bioshock console game running a deferred renderer as far as I'm aware, and it was on UE3. The other two were running on modified UE2 engines that diverged from Epic's engine a long while ago. Bioshock 1 wasn't deferred. I'm not sure about what they did with Bioshock 2 though, and I don't know about the PC versions.

I don't see how you can think "... really bulky ugly models..." has much at all to do with the engine when both UE3 and UE4 can push current hardware, albeit to a lesser extent with the former. There's nothing inherently restricting in UE3 that would mean it's models are destined to look bad or "ugly", though.

PLASTICA-MAN4083d ago

@ dogdirt2000

I don't see why you defend them for using a modified UE3 (modified but still UE3) while they could have opted for the use of UE4 with all those features in plus extra new extra feature and spared the time modifiying the UE3 (which still looked nothing groundbreaking even highly modified compared to UE4) while UE4 is there and even easier to use (promise from the devs). Do you want even next-gen games to stick to UE3 forever too? Why even create an UE4 then?

Anonagrog4083d ago (Edited 4083d ago )

@PLASTICA-MAN,

I defend them because my I spend a lot of my time programming, researching, and working on game tech, so perhaps I'm seeing this from more angles, based on experience, than other folks appear to be doing.

"... they could have opted for the use of UE4 with all those features in plus extra new extra feature and spared the time modifiying the UE3..."

You should understand that sometimes it just isn't feasible to move on to a new engine when you're financially and technologically committed to the work done over a 5 year period on the previous engine iteration. This work can end up in the form of hefty changes to the gameplay layer and engine run-time, as well as the other half of what makes a good engine "good"... the supporting tools and the asset pipeline.

Look at the game specific things like the actual Batman gameplay. Now, there will always be a goal of not introducing gameplay stuff into the engine-side, but that doesn't stop the reverse where the gameplay layer ends up quite dependent on the structure of the engine (run-time and tools). Some stuff will be data-driven and scripted using both flow and UnrealScript, and other parts with more demanding, real-time requirements can end up hard-coded. On the UE4-front UnrealScript is gone, C++ scripting's in, the flow system has been completely overhauled, the object model and game-play code will probably be fed and use data in a fundamentally different way to the past, the way their own additional tools plug in to the engine asset pipeline, and I've no clue about the engine-side systems, though I imagine it will have a much different shape based on it's development history.

Considering that there were some fundamental changes made to UE4 (more-so than generally seen between iterations of the same engine in my view), I can foresee there being huge challenges in bringing the Batman systems and tools to UE4. They'd have to do make that decision on the basis of cost vs. time vs. worth.

To me making that big shift to UE4 for this would be especially surprising considering Rocksteady don't need to think towards a long future of Batman afterwards. They can evaluate their technology choices with less restrictions after this project is done.

People can slate a developer using a "modified" engine instead of a "new" one all they want, but at the end of the day it is all code. It's in the hands of the engine guys and the other system programmers to mold their tech to purpose where necessary.

+ Show (11) more repliesLast reply 4083d ago
GamersHeaven4084d ago

Man this game is going to be kick a$$

Mr_cheese4084d ago

That just sounds immense.

I love the fact that this is catered for current gen rather than older gen ports.

Sevir4084d ago

Lol that isn't anything remarkable though! Gears of War did this in 2006 and Uncharted did this and several other games last gen did. The added memory of next gen simply allows these nuances to to proliferate the finished product of these games and happen dynamically

ginsunuva4084d ago

I'm not sure what rain droplets have to do with the game being good but okay!..

Snookies124084d ago (Edited 4084d ago )

It has EVERYTHING to do with a game being good... Lol, kidding aside, I agree. It won't make the game good, but it does add a lot to the experience with these little details. :]

jay24084d ago

The Bat-mobile would use up all the power of the PS3 and Xbox 360, things are so big that one character would be everything they can put on your TV.

mafiahajeri4084d ago

Thats not saying much, is it? hehehe

maniacmayhem4084d ago

Dang...just wow...the way this reads it appears this game is going to show what these new consoles can and should be doing with new games.

kingdom184084d ago

This is what I consider NEXT GEN, something that truly couldn't be done on the last gen.

webeblazing4084d ago

Oh most of the stuff on the list are just gfx upgrades but I a liking some of the gameplay additions. Good to see they want to push the consoles to their limits.

Show all comments (76)
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DivineHand125159d ago

I would also add Risk of Rain 2 as long as you don't stray too far from a power source as each run can be long as the hours melt away. Another thing to note is that based on the reports, the FPS may drop into the 40s if a lot of enemies are on the screen.

There is also the Half Life series. If you haven't played half-life before then you can do so now at the super low price.

cthulhucultist158d ago

Mafia was amazing looking and had a great story. Played flawlessly at 30fps as well without dips 99% of the time.

The same is true for Jedi Fallen Order

Sony games as also on sale. Picked up Rachet and Clank, cant wait to try it!

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6 Games That Genuinely Deserve A Current-Gen Upgrade

Games such as Mad Max, Red Dead Redemption 2, and Batman: Arkham Knight desperately deserve a modern-day revisit.

thorstein387d ago

Mad Max is underrated. Such a fun game.

Cacabunga386d ago (Edited 386d ago )

RDR2 still looks astounding on PS4 Pro. i cannot imagine how it could look with a next gen upgrade.

JonTheGod386d ago (Edited 386d ago )

Probably not very different.

No idea why this article is highlighting recent beautiful graphically-advanced games and saying they need current gen makeovers. They already look better than most new releases; just compare Arkham Knight and Suicide Squad!

exputers386d ago

I see what you did there.

Yi-Long386d ago

It's obviously never gonna happen since Sony killed the game and studio, but Driveclub. Even in its current state, 10 years after release, it still puts many competitors to shame ...

Demetrius386d ago

I'm not into racing games but yeah I even looked at gameplay of that sometimes

redrum06358d ago

It's a shame they cancelled the game. Definitely the best racing game I've ever played on Playstation. Just got GT7, but it feels so slow and less arcade-y, which is to be expected of a sim racer of course, that I just enjoy it less.
Driveclub also graphically looked insanely good for its time. I wonder what a Driveclub 2 would look like for the PS5.

Demetrius386d ago

Mad max ikr! Far cry primal, it amuses me how ubisoft just left ac unity hanging, sadly most of the good staff left from rocksteady while being forced to make that abomination smh