This image is from .kkrieger, a game that with Unreal graphics less than 97 kilobytes in size ... for the entire game. So what is its secret? A technique known as procedural synthesis (or procedural generation) that, in a nutshell, uses clever and complex algorithms to make graphics, as opposed to pre-set artwork made by a design team. Thus, the procedural graphics are run by the processor and improve (or degrade) with the CPU speed. An example of a game based off this idea is Will Wright's Spore.
That is amazing for only less than a megabyte of data!!!!!!!!!!!!!!!!!!1
Procedural Synthesis is all we need right now. Oblivion is so large i almost hate it for that. MS was smart not to jump in like Sony with the large capasidy disc. Games too big will be a drag.
Unless the games a masterpeice a game too large will get boring and repetitive, people have other games, families, jobs, and real life to deal with too. I would not play games 4-8 times Oblivion's size.
Yet more proof why Blu-Ray is not needed, and further proof that Sony is only pushing its new movie format, instead of focusing on videogames...
In the article on about.com the writer makes refernce to procedural synthesis making backwards compatible games look better. Correct me if i'm wrong but i dont see how a systems processor can have much of an effect on game graphics than an increase of the game's speed. How is the already written pixel(artist drawn )code instruction on the game disc gonna change just by implementing PS.