Because the PC version uses DXT texture compression and the PS2 version uses whatever texture compression method that PS2 games use. The resolution of the textures is the same on both versions but they use different compression methods so file size doesn't tell you anything.
People (and Prishe):
When the bulk of Japanese players don't use PS2s, we can talk about removing PS2 limitations.
Until then, not gonna happen!
They don't need stop the ps2 support all they got to do is phase it out. slowly.
1st. Start to add content and stuff only a pc/xbox users can get. Have paid downloads that will increase there power. and ps2 players will not be able come to those zones or get those items. but they can still play like normal.
2nd. Dropped dial up connection on both the ps2 and pc users. Give them 6 month warning or just force those wish play on dial - up to another server.
3rd. Allow game on ps3 version of the game, unless there contract from microsoft preventing ffxi from coming on to the Ps3. The legal way of playing on ps3 version, not the hacked way get game to work on ps3.
4th. Since this going be the only mmorpg on xbox live service, Which got over 25 million users , might be good idea have the game on demand. And take advantage of those users. Since ff14 is ps3 exlusive anyway most those ps2 users will be going over there if ff14 gets fixed right.
So they really should look at is worth keeping ps2 players on the game , and create this game to be a true final fantasy game that will never end!!
As an example, DXT texture compression is 4 bits per pixel. VQ texture compression is 2 bits per pixel. VQ texture compression doesn't degrade the image much more than DXT, it's just more efficient.
PS2 games compress textures in memory and then decompress them on the fly for rendering as they are sent to the GPU. They usually use JPEG-like compression rather than fixed ratio compression like DXT (which is a fixed 4-1 ratio) so the textures are more highly compressed because of this (and they need to be with the PS2's limited RAM). The PS2 does NOT have hardware based texture compression, so using DXT or similar methods wouldn't make sense anyway because DXT compression is designed to be decompressed by a GPU in realtime. So instead they compress the textures using JPEG-like compression methods and decompress it only when it's needed by the GPU.
Last edited by Atomic_Skull; 04-10-2011 at 03:35 PM.
Well, it was a problem because the updates weren't cleaning up after themselves and it was filing up the partition--ut they've fixed that now. Depending on how much crud they need to cram in their it could become an issue if their is a limit to how much more they can expand the partition (like the old 8GB limitation you used to have in older Windows OS). But, as it is now, there should be enough room for a big chunk of new content.
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