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> but there's no way a 60GB+ game today would ever fit on, say, a DVD, at the same level of fidelity while maintaining the same player experience.

I mean, you could make a modern open-world game where all the textures are procedurally generated from set formulae, ala https://en.wikipedia.org/wiki/.kkrieger .

It might even load quickly, if the texture generation algorithms were themselves parallelized as compute shaders.

But it'd be a 100% different approach to an art pipeline, one where you can't just throw industry artists/designers at the problem of "adding content" to your world, but instead have to essentially hire mathematicians (sort of like Pixar does when they're building something new.) Costly!



I don't know if you're being ironic or not. We would obviously not have as many great games if only math nerds were allowed to design them.

In fact, games are one of the few areas where all those compute/storage resources in private PCs are mostly justified.




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