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| View Poll Results: Voice acting for each character | |||
| Yes, new voice acting would make the characters more personalized. |
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45 | 47.37% |
| No, i'm fine with the default British voice acting. |
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37 | 38.95% |
| I don't care. |
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13 | 13.68% |
| Voters: 95. You may not vote on this poll | |||
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#21
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Last edited by Andreson; 02-25-2012 at 09:59 AM. Reason: My mistake |
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#22
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Sure thing, but the Unreal engine is limited to a certain amount of RAM and changing that value is out of the question. TWI keeps adding stuff so their cashcow doesn't die, but they pretty much reached the limit.
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#23
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So you are saying that everyone that can quite happily play this game has to just suck it up and go spend money on an upgrade just so you can have a few extra voices? Considerate much?
And lets break it down, for say one character voice. You will need: Voice actor Studio time (both production and post) Programmer's time QA Time For a FREE update? And on technical overheads... Voice one is currently 18MB, Voice Two 16MB. So we add a voice for each char thats what... 30ish? So a conservative guess that's going to be 450MB of voices loaded into active memory. That's an ENTIRE 1/8th of Unreal2.5 memory cap (4GB iirc) . Or more realistically 1/4 of most players RAM as most still run with 2GB
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Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#24
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#25
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Maybe it's just because i'm running with 4 GB, that made me make the suggestion. By the way, how does voice acting affect RAM anyway? |
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#26
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Recorded voices are .ogg files of what I know. .ogg files as any other files take some space and they will have to be loaded by game. That affects RAM.
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#27
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Why do you think it will take that much RAM if other games that are storyline based can pull out tons of voice acting without any problem whatsoever?
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#28
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The point is KF has it's limits, and it's very affected by any small extra content. Different engine, file formats and of course the fact it'd weigh much makes all this impossible. Even adding just 1 more character, females, is being concidered but still a no so far. |
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#29
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#30
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Unreal 2.5 has to load all assets into active memory. That way it can be accessed when it's needed without the overhead of attempting to pull the info off the HDD. You can't 'read' direct from the HDD so to speak, it has to go into the RAM first. This is what causes the 'hitching' some people experience. The game almost stops to catch up with itself. And no amount of RAM or CPU power can stop that.
There are different methods, for example keeping with Unreal, Unreal3 uses a procedural loading method in that lines of dialogue (in cut scenes for example) are preloaded as they come up. This creates a smaller overhead as you have less data in active memory. It's also optimised to be able to use more RAM then it's preprocessors. .ogg is only for music in KF, everything else is PCM, that is wave forms or .wav which is un compressed. For the human voice to retain any level of detail without noticeable degradation you ideally at absolute minimum of 16bit 24kHz Sample rates. Depending on pitch and detail though, the safe spot would 16bit 44.1kHz. The higher the sample rate, the greater the volume of data.
__________________
Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#31
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#32
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Either way, I suggest that the most reliable source on this matter would be a developer.
No offense. |
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#33
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It's a trade off, think of it in the terms of colour, this pic should help expand on that:
Spoiler!
For greater detail/resolution you need greater memory. Or a highly efficiant compression algorithms. For a new char skin (male) it's a case of a new mesh and texture. Jobs done. All the animations and sounds are there. So TWI shout across the office to "I want a SteamPunk Foster!" It'd take what? 3 guys at a push? Artist for concept and textures, 3D artist for model and a developer for implementation. New weapons are signifactly cheaper to produce in both terms of manpower and overhead than a whole new char with animations and voices. To create more assets involves more team, animators, voice artists, studio engineers as well as more memory for all the items. etc etc, NB: I double checked and nearly all voices were 16bit 22.5kHz so that's not even CD quality. And I want to state I'm not against new content such as voices and female skins etc. Just pointing out why it maybe problematic to do so.
__________________
Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#34
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None taken, but I'm confident my take on the matter is on the money.
__________________
Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#35
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so as I thought, if anything new then guns.
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#36
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Sounds are wav. The only audio streamed from disc is music, everything else is cached. It has nothing to do with being expensive or time consuming to create assets (neither of these are even true).
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#37
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I think custom voices for EVERY character would be a bit expensive unless you got people to do it well for free. I'd pay for a tiny DLC that adds several voice tracks you can choose in multiplayer options.
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#38
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So is it possible?
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#39
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So I'm on the money, still takes time and isn't free though. I suppose it depends on them deciding if the return is worth it.
__________________
Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#40
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Time and money to create assets are both trivial, of course your mileage may vary depending on your outlook. The association with this being expensive is not in terms of money but rather memory. The cost/benefit analysis has more to do with issues that would arise by raising the minimum and recommended requirements and alienate players that may no longer be able to play the game 3 years after it has been out.
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