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Demo sizes - what the !#@$!@ ??

category: general [glöplog]
128byte intros are for lamers. real sceners do it in 32bytes or less.
added on the 2009-09-10 16:33:26 by psenough psenough
Quote:
First Gates said that 640kb of RAM should be enough for everybody

He didn't. Or at least there's no proof he did. Same goes for pretty much every famous person quote ever. Also, I concur with what reed said.
added on the 2009-09-10 16:58:22 by tomaes tomaes
60mb is easily gone to data (3d file, textures etc) if you wanna do a little bit more than just a rotating wireframe cube, i'd rather even see unlimited filesize for demos in favour of higher quality graphics and wider support. (hardware specific shaders etc) e.g. still, compared to 8 gig games 60mb is nothing. (that ratio was much closer in the 90s)
/ignore trc_wm
added on the 2009-09-10 17:11:15 by mrdoob mrdoob
when I watch a demo I don't really care how big it is on disk, because that's not the point of a demo.
added on the 2009-09-10 17:11:46 by thec thec
Quote:

Quote:

First Gates said that 640kb of RAM should be enough for everybody

He didn't. Or at least there's no proof he did. Same goes for pretty much every famous person quote ever. Also, I concur with what reed said.

Wired seems to agree with you. It's also worth mentioning that Bill Gates had nothing to do with the 640k barrier. It was an architectual limitation of the 8089, released two years before MS-DOS. It was Intel's "fault", not Microsoft's.
added on the 2009-09-10 17:15:27 by kusma kusma
ps, yeah i wasn't thinking that the maker of this topic was a real scener!
added on the 2009-09-10 17:25:33 by nosfe nosfe
go make a demo about it!
added on the 2009-09-10 18:36:22 by rudi rudi
i thought that size doesn't matter ...:(
added on the 2009-09-10 19:04:31 by waffle waffle
what matters isn't the packed size, but the Actual Size (tm)
added on the 2009-09-10 19:09:53 by BarZoule BarZoule
Oh, those eternally reoccuring threads about demos being big or slow that I like to read theeeee..

One thing, I was just looking at some older demos and noticed the size, it was 3MB, 7MB or 12MB and I thought "Wow! That's quite small and neat! I like it". I guess, five years after this discussion I will be searching pouet for some scene nostalgy and notice how little the 60MB of frameranger are.

But those 8-16GB sized games are scaaaryyy..
added on the 2009-09-10 20:18:11 by Optimus Optimus
also, if you DO bother to precalc shit instead of dumping it in the data you'll get ppl like trc complaining that your loaderbar takes too long :D
exactly.. u know with people like that, there is ALWAYS something to complain about, if it wasn't the size it would have been something else heh.
added on the 2009-09-10 20:38:25 by nystep nystep
precalc faster, dumbass
added on the 2009-09-10 20:39:05 by 216 216
download the data from the internets.
added on the 2009-09-10 20:47:32 by mrp- mrp-
Quote:
But those 8-16GB sized games are scaaaryyy..


Son, you have no idea!
added on the 2009-09-10 20:56:18 by okkie okkie
megatextures -- incredibly lame
added on the 2009-09-10 21:19:04 by Hyde Hyde
Filling a large space completely is much harder, and much more work, than filling a small space completely. Something like puls or elevated is really amazing, but at the same time, look at something like lifeforce. What's most impressive to me about lifeforce isn't the size or speed of it or how it looks, or even any specific effect, but how much stuff is in there, and how a small team with only one programmer manages to make huge demo after huge demo, at such high quality. That's a kind of optimization that we don't talk about explicitly very much in the demoscene—optimizing for maximum productivity. You can optimize to get the most out of 2^n bytes, or you can optimize to get the most frames per second out of a modern CPU/GPU, or you can optimize to get the highest amount of quality and quantity of content out of the limited amount of spare time you have for working on demos. A demo can even be worth watching for some other reasons, too.
added on the 2009-09-10 23:26:18 by yesso yesso
On a side note -- iTunes 9 is almost 90MB... good that I don't use it anyway.
added on the 2009-09-10 23:30:17 by jua jua
Quote:

No need to mention that the quality is still way below what the realtime 720p version has to offer.

FullHD 1080p and 1920x1200 <3
would now never make a demo that doesn't run pixel-perfect on my FullHD projector...
added on the 2009-09-10 23:30:36 by jaw jaw
I wonder why groups who primarily focus on <= 64k productions don't host floppy-disk-sized demo-packs on their websites. I personally think that's be a nice idea! For myself only having a couple of size-limited demos under my belt I feel like I don't have enough yet to fill an entire floppy disk. But for groups like conspiracy who have quite a few under their belts it would seem like the perfect thing to do, to me at least. Floppy-sized demo-packs seem perfect for size-limited productions. Have packs just gone out of style or something?
added on the 2009-09-10 23:44:09 by sigflup sigflup
...as did floppy disks :)
added on the 2009-09-10 23:50:03 by zoom zoom
didnt packs go out of style in the 80s
added on the 2009-09-10 23:50:54 by nosfe nosfe
Quote:

...as did floppy disks :)


So did sinclairs and commodores, but people have no problem hanging on to these.
added on the 2009-09-11 00:07:45 by sigflup sigflup
whatever, screw you guys. Once I have enough productions I'm releasing a god-damn pack. You better believe it'll have a nice custom loader
added on the 2009-09-11 00:09:35 by sigflup sigflup

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