Wow dude you really missed the point. The ONLY reason it should take 35GB of space on your drive is because it has high resolution textures and models. The screenshots don't show that at all. So...why is it 35GB estimated space requirements?
First of all I might be wrong but I'm sure I've read somewhere it's a smaller install, it's possible if the game unpacks on the same drive that it needs 35Gb of total space to install but the actual final install size could be smaller once the temp packages are removed.
Second it's not hard to consume that much space with textures, a game can simply use lots of unique textures over a large area such as Rage does, while each individual texture remains fairly low resolution. Obviously a few screenshots can tell you what the quality of some textures are like but it can't tell you how many individual textures are used throughout the entire game.
If the game is 32bit based and cannot address more than 1.5gb of ram that could effect performance. If the hi res textures are loaded from hd constantly there could be latency issues. On the other hand if there is an 64bit version which can load some of the huge textures to ram then the lower atency and performance would be much better. Is there any info on whether the games in a 64bit flavour?
If there's a 32bit executable with the Large Address Aware flag set then on a 64bit OS with 64bit CPU you should be able to address up to 4Gb of virtual memory. Textures are more or less useless in RAM anyway they need to be stuffed into vRAM to be used, it could be used to speed transitions between loading sections in game but then your initial load speed from HDD/SSD to RAM is just going to be longer instead. I doubt the game has enough assets to cram into system RAM that would justify more than 4Gb, most games don't.
How is that? Did you look at the source code and say..what retards, they should have used***if((dbSpriteX(P) <= (dbSpriteX(T) + 20) && (dbSpriteX(P) >= (dbSpriteX(T) - 20)))). Instead??
Sorry, but its amusing how many gamers who have never worked on a game engine can sit there lazily thinking that they could magically use "better code" or something for a platform where no two are exactly alike in terms of hardware, drivers and software.
I agree absolutely, people crying lack of optimisation really get on my nerves.
With GTA IV (and Crysis, amongst others) I've always maintained that no one has shown any decent evidence to suggest the games are significantly unoptimised. There is an actual, meaningful difference between something which is slow because it's unoptimised, and something that is slow because it's just doing a lot of work...
GTA IV was very heavy on the CPU and making changes to the graphics options made little to no difference on its heavy CPU usage which fooled a lot of people in to thinking there was something wrong with the game.
The simple fact is the game is a massive simulation for hundreds of cars and pedestrians all of which run AI routines to guide their behaviour and all use real time physics to calculate their interaction with the world, the game use the euphoria physics engine to blend character animation with real time physics, so that when you run over a pedestrian they roll realistically over the hood of your car all the while the AI is checking if the character can right itself, grab onto parts of the environment for stability, and blending the physics simulation with the characters natural animation to produce some clever blend of the 2...that's not cheap on the CPU and the game is CPU hungry without a doubt, but that's no proof it's unoptimised.
Optimisation has to do with the efficiency of a task and not the magnitude of the task, just because they build an engine which is demanding doesn't mean it's unoptimised, proving its unoptimised requires looking at the code and providing alternative functions for logic which achieve the same output while executing faster, to my knowledge no one has ever done this while crying about game optimisation...
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