I think...Yes, because they have 8GB of RAM (3 gigs for the OS and 5 gigs for the games) and the PC version needs around 1.5 to 2 Gigs of RAM I think. (and that is the most feature I want 4J Studios to implement)
No, because it uses the same code base that the 360/PS3 use. If 4J did there coding right, it should be just a matter of tweaking rendering code for other consoles, and perhaps making some minor adjustments to any embedded assembly code that is console specfic. 4J have already stated that next gen consoles will have bigger maps, how much bigger is unknown at this point in time, my guess is anywhere between 4 and 8x bigger at the very min.
"Infinite" is a misnomer...beyond that, yes, I think the next gen consoles will have bigger worlds, and maybe have worlds that wrap (start in one location... walk in a straight line in one direction, end up where you started from)... they may even have worlds as big as on the PC (which are still not infinite), but it's hard to say.
The pre-compile code can adjust boundaries of the program (ie, the map) based on the console that it is being compiled for. Pre-compile coding is frequently done to stipulate the core parameters for a specific platform for when you want to use effectively the same core code for use on different platforms.
"Infinite" is a misnomer...beyond that, yes, I think the next gen consoles will have bigger worlds, and maybe have worlds that wrap (start in one location... walk in a straight line in one direction, end up where you started from)... they may even have worlds as big as on the PC (which are still not infinite), but it's hard to say.
The pre-compile code can adjust boundaries of the program (ie, the map) based on the console that it is being compiled for. Pre-compile coding is frequently done to stipulate the core parameters for a specific platform for when you want to use effectively the same core code for use on different platforms.
yeah, that's what I mean, are the maps going to be as big as the maps in PC version? I hope it is...
Because they have 5 gigs at their disposal, that's more than enough!
I do wish the worlds would be infinite but the xbox one/PS4 are gonna be like: "AAAAH!!!! I CAN'T HOLD IT MUCH LONGER!!!!"
But the worlds are gonna be bigger so that's a good thing.
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I do wish the worlds would be infinite but the xbox one/PS4 are gonna be like: "AAAAH!!!! I CAN'T HOLD IT MUCH LONGER!!!!"
But the worlds are gonna be bigger so that's a good thing.
Why not?? they can EASILY handle them because the PC needs 1.5 to 2 GB of RAM and these consoles have 5 gigs for games each (which is called VRAM)
I've created this thread because i'm really afraid that they'll get lazy and not implementing them and they are really easy to do on next gen consoles as far as i know.
Why not?? they can EASILY handle them because the PC needs 1.5 to 2 GB of RAM and these consoles have 5 gigs for games each (which is called VRAM)
I've created this thread because i'm really afraid that they'll get lazy and not implementing them and they are really easy to do on next gen consoles as far as i know.
FYI, the mininum requirement for the PC is listed on their website at 2 GB. This implies that 1.5 GB would be insufficient to run the PC game effectively.
No, I don't think the second generation consoles will upload and download chunks the same way as the PC does, so the same sort of "infinite world" (misnomer since PC worlds are not infinite) will not happen on the consoles. The worlds will almost certainly be significantly larger than on the Xbox and this should make them definitely large enough for everyone to enjoy. There are drawbacks to the way PC handles chunks, so not having the same system combined with "large enough" worlds should actually be a plus over the PC.
FYI, the mininum requirement for the PC is listed on their website at 2 GB. This implies that 1.5 GB would be insufficient to run the PC game effectively.
No, I don't think the second generation consoles will upload and download chunks the same way as the PC does, so the same sort of "infinite world" (misnomer since PC worlds are not infinite) will not happen on the consoles. The worlds will almost certainly be significantly larger than on the Xbox and this should make them definitely large enough for everyone to enjoy. There are drawbacks to the way PC handles chunks, so not having the same system combined with "large enough" worlds should actually be a plus over the PC.
There are a lot of variables with PCs... operating system, background applications, graphics cards, etc. Generally, there IS a safety buffer in what companies will state and they are also trying to guarantee that the user gets a relatively "trouble-free" experience by adhering to the minimums recommended.
A lot of people push the boundaries of the mininums... and some of them create operating problems by doing so. Sometimes, they don't mind those problems (lag, etc.) and other times they find them intolerable.
The difference is that a console environment is essentially fixed. That is, if the user finds the game is pushing the limits of the system (and perhaps they have an older system that isn't even working up to snuff), they really don't have any hardware upgrade options... So, the companies making the console games probably utilize a larger safety buffer to try to ensure a decent experience for everyone. The decision by 4J to utilize a small world and have the chunks stay loaded was probably made after they weighed all the pros and cons on the Xbox 360... and the community here has spent more than a year continually second guessing their decision. However, I think they made the right decision considering the limited RAM and processing power they had available on the Xbox 360. Also, I sincerely doubt that they will completely reprogram the Xbox One and PS4 Editions to change how the console version of the game processes chunks at this state of the game. You accuse them of "laziness"; but it's really a matter of being practical and reasonable. On the contrary, I feel that anyone who "needs" an infinite world in a game is really just being greedy to the point of silliness and completely unreasonable to demand a world size that they can never hope to actually utilize. A significantly larger world IS, IMO, GOOD ENOUGH!
The xBox 360 uses 512 MB RAM to rund the current version of MCX360 and the core xBox OS.
The xBox One and the PS4 have 8GB RAM, and runs the core OS for those systems as well. Assuming that the core OS for the consoles has not grown to be 8 times the size or larger, that means that world size 'could' be extended to 16 times as large as on the current xBox 360 (roughly 4 MCX360 maps x 4 MCX360 maps)...
And that is assuming that they don't employ paging technology at the MCX360 map size level.
Look, I understand you, sorry if I said something wrong or made you look wrong, I said that it needs 1 to 2 gigs because I have it on my PC and the RAM usage is like this, and i don't like playing on PC...that's all.
Look, I understand you, sorry if I said something wrong or made you look wrong, I said that it needs 1 to 2 gigs because I have it on my PC and the RAM usage is like this, and i don't like playing on PC...that's all.
Sorry if I came across too strong. This debate over these allegedly "infinite" worlds just seems to keep going on and on and on and it's frustrating. What ticked me off was your accusation about the programmers merely being lazy if they didn't implement it ("infinite" worlds). I just don't think that's fair... to them.
You know I'm really tired of seeing how the 'xbox' can't handle it, it don't have enough ram and so on and such forth. Coming from a programing background, the PC and the 360 are somewhat similar but worlds apart in how MC is written for the two. The PC uses java, which is a beast at eating ram, and uses 'jar' files which are more or less 'packed' files much like zipping. The important thing to note here is that there is no real optimizing of code for the java version such as what takes place when we compile C++ code to an assembly. If the same java code was ported to C++, compiled and ran on the PC, you would find that it no longer requires massive memory or really good computers to run, in fact i'd lay money that much older PC's could easily run it. However this also means that moding MC on the PC would prove MUCH more difficult without implementing something like LUA support, or something.
Anyhow the PC allows large world because it unloads chunks as a player moves away from them, as they move back to the chunk its loaded up again, much like a huge random access file. The 360 on the other hand didn't approach it this way, and I'm not willing to gander at why, instead the 360 holds every chunk in memory as the player moves to it, and NEVER unloads it untill you exit the map, 'THIS IS WHY WE HAVE LIMITED MAP SIZE', this is the ONLY reason we have LIMITED MAP SIZE, it has nothing to do with any other variable other then this, the 360 holds more then 50x in memory then the average PC user has loaded at any given time.
I have heard that they chose to do this because it was much easier to handle "split screen', but that is just a rumor. I've also heard that XBLA titles are limited in the filesize that they can create, this maybe the reason why they ventured down that road, point is the 360 is quite capable of bigger maps, but because of how 4J implemented map handling for whatever reason(s) they chose this and this alone is why we have limited sized maps.
Obviously next gen consoles have more ram and will be able to hold much bigger maps, but how big is anyone's guess, but i can guarantee that it won't be near what the PC can manage.
It has less to do with how much RAM the systems have and more to do with how the systems run the game. Keeping every explored chunk loaded for the purpose of easing upload speed in mutliplayer games means the XBone can handle larger worlds... but if Microsoft limits save files like they do on the 360 the worlds will not be anywhere near the size of PC worlds.
It has less to do with how much RAM the systems have and more to do with how the systems run the game. Keeping every explored chunk loaded for the purpose of easing upload speed in mutliplayer games means the XBone can handle larger worlds... but if Microsoft limits save files like they do on the 360 the worlds will not be anywhere near the size of PC worlds.
It is a factor of both... Given how the system runs the game (the decision made by 4J to hold chunks), the amount of RAM available does limit the size of the world. Therefore, the XB1 and PS4, having more RAM available, will be able to handle larger worlds. If RAM were no factor at all, then theoretically the world size on the next gen consoles would be the same as on the Xbox 360. 4J stated long ago (at Mincon 2012, I think it was) that they have been and are utilizing all the RAM on the Xbox 360 that they have available to them and do not have any excess RAM just sitting idle in order to increase the world size on the 360. On the other hand, if the PC version does not require the recommended minimum of 2GB, then that's a matter between PC players and Mojang to discuss as to why they might state minimum requirements that are not actually necessary to run the current game.
Does anybody truly realize how much of a MC world the PC version can take? I mean seriously? And it isn't infinity.
The PC version maps are so big that it can be wrapped around Jupiter 6 times or something along those lines... FYI: There's an end... Eventually...
And guess what? There are programs out there that can generate ALL of that land at once thusly making the map full and trust me... Even an Alien PC crashed during loading that map. There is NO way the consoles will EVER handle a big HUGE map like that! No way!
Now the Xbox One and PS4 can have bigger maps but no way as big as the PC. Especially since even the PC versions can't handle the whole entire maps themselves.
Again you can't think like that. As I already stated the PC DOES NOT HOLD THE ENTIRE MAP IN MEMORY, only the bits that are in use, something like 750 chunks, with a render distance averaging around 12 to 15 chunks. Lets compare that to a fully loaded 360 map shall we, i'm going to round the map to 800x800 in size just for the sake of the argument. Now if we do our chunk math, 800 x 800 x 256 = 163,840,000 and if we divide that by 64 to get our chunk count = 2,560,000 I think I did that right, so yeah over 2.5 million chunks loaded on the average 360, and you wonder where our memory is going.
The PC only has huge maps because a) it unloads used chunks, and is allowed to create massive world saves. For those of you with MC on PC go take a look at your world save file and compare that to a world save from your 360. My newest one on the PC which I admit to not exploring that much, haven't been to the neither or end and is sitting at around 60mb in size. You'll find that if you look at your world save on the 360, it'll average just over 20mb.
I'm willing to wager right now that if 4J followed the same mechanics of managing chunks as the PC did, we too would have very large worlds, but at the cost of using much much much more of our hard drives. This might have been another reason why 4J chose the route they did, consider some dufass who just started running in one direction on your map for hours on end how much of your hard drive the map would eat.
I'm willing to wager right now that if 4J followed the same mechanics of managing chunks as the PC did, we too would have very large worlds, but at the cost of using much much much more of our hard drives. This might have been another reason why 4J chose the route they did, consider some dufass who just started running in one direction on your map for hours on end how much of your hard drive the map would eat.
I want your opinions. What do you think, guys?
The pre-compile code can adjust boundaries of the program (ie, the map) based on the console that it is being compiled for. Pre-compile coding is frequently done to stipulate the core parameters for a specific platform for when you want to use effectively the same core code for use on different platforms.
yeah, that's what I mean, are the maps going to be as big as the maps in PC version? I hope it is...
Because they have 5 gigs at their disposal, that's more than enough!
I do think that a world wrapping idea would be cool.
But the worlds are gonna be bigger so that's a good thing.
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Wolfmother Cosmic Egg Album
10$ iTunes Gift Card (Digital)
If you have any questions, feel free to message me.
Why not?? they can EASILY handle them because the PC needs 1.5 to 2 GB of RAM and these consoles have 5 gigs for games each (which is called VRAM)
I've created this thread because i'm really afraid that they'll get lazy and not implementing them and they are really easy to do on next gen consoles as far as i know.
FYI, the mininum requirement for the PC is listed on their website at 2 GB. This implies that 1.5 GB would be insufficient to run the PC game effectively.
No, I don't think the second generation consoles will upload and download chunks the same way as the PC does, so the same sort of "infinite world" (misnomer since PC worlds are not infinite) will not happen on the consoles. The worlds will almost certainly be significantly larger than on the Xbox and this should make them definitely large enough for everyone to enjoy. There are drawbacks to the way PC handles chunks, so not having the same system combined with "large enough" worlds should actually be a plus over the PC.
Look at this: http://www.minecraftforum.net/topic/1752187-minecraft-ram-usage/
It even needs only 1GB of RAM and that's even more than enough!
Read my comment... I said the website IMPLIES that 1.5 GB is not enough because it states 2 GB as the minimum.
https://help.mojang.com/customer/portal/articles/325948-minecraft-system-requirements
There are a lot of variables with PCs... operating system, background applications, graphics cards, etc. Generally, there IS a safety buffer in what companies will state and they are also trying to guarantee that the user gets a relatively "trouble-free" experience by adhering to the minimums recommended.
A lot of people push the boundaries of the mininums... and some of them create operating problems by doing so. Sometimes, they don't mind those problems (lag, etc.) and other times they find them intolerable.
The difference is that a console environment is essentially fixed. That is, if the user finds the game is pushing the limits of the system (and perhaps they have an older system that isn't even working up to snuff), they really don't have any hardware upgrade options... So, the companies making the console games probably utilize a larger safety buffer to try to ensure a decent experience for everyone. The decision by 4J to utilize a small world and have the chunks stay loaded was probably made after they weighed all the pros and cons on the Xbox 360... and the community here has spent more than a year continually second guessing their decision. However, I think they made the right decision considering the limited RAM and processing power they had available on the Xbox 360. Also, I sincerely doubt that they will completely reprogram the Xbox One and PS4 Editions to change how the console version of the game processes chunks at this state of the game. You accuse them of "laziness"; but it's really a matter of being practical and reasonable. On the contrary, I feel that anyone who "needs" an infinite world in a game is really just being greedy to the point of silliness and completely unreasonable to demand a world size that they can never hope to actually utilize. A significantly larger world IS, IMO, GOOD ENOUGH!
The xBox One and the PS4 have 8GB RAM, and runs the core OS for those systems as well. Assuming that the core OS for the consoles has not grown to be 8 times the size or larger, that means that world size 'could' be extended to 16 times as large as on the current xBox 360 (roughly 4 MCX360 maps x 4 MCX360 maps)...
And that is assuming that they don't employ paging technology at the MCX360 map size level.
Look, I understand you, sorry if I said something wrong or made you look wrong, I said that it needs 1 to 2 gigs because I have it on my PC and the RAM usage is like this, and i don't like playing on PC...that's all.
Sorry if I came across too strong. This debate over these allegedly "infinite" worlds just seems to keep going on and on and on and it's frustrating. What ticked me off was your accusation about the programmers merely being lazy if they didn't implement it ("infinite" worlds). I just don't think that's fair... to them.
Anyhow the PC allows large world because it unloads chunks as a player moves away from them, as they move back to the chunk its loaded up again, much like a huge random access file. The 360 on the other hand didn't approach it this way, and I'm not willing to gander at why, instead the 360 holds every chunk in memory as the player moves to it, and NEVER unloads it untill you exit the map, 'THIS IS WHY WE HAVE LIMITED MAP SIZE', this is the ONLY reason we have LIMITED MAP SIZE, it has nothing to do with any other variable other then this, the 360 holds more then 50x in memory then the average PC user has loaded at any given time.
I have heard that they chose to do this because it was much easier to handle "split screen', but that is just a rumor. I've also heard that XBLA titles are limited in the filesize that they can create, this maybe the reason why they ventured down that road, point is the 360 is quite capable of bigger maps, but because of how 4J implemented map handling for whatever reason(s) they chose this and this alone is why we have limited sized maps.
Obviously next gen consoles have more ram and will be able to hold much bigger maps, but how big is anyone's guess, but i can guarantee that it won't be near what the PC can manage.
It has less to do with how much RAM the systems have and more to do with how the systems run the game. Keeping every explored chunk loaded for the purpose of easing upload speed in mutliplayer games means the XBone can handle larger worlds... but if Microsoft limits save files like they do on the 360 the worlds will not be anywhere near the size of PC worlds.
It is a factor of both... Given how the system runs the game (the decision made by 4J to hold chunks), the amount of RAM available does limit the size of the world. Therefore, the XB1 and PS4, having more RAM available, will be able to handle larger worlds. If RAM were no factor at all, then theoretically the world size on the next gen consoles would be the same as on the Xbox 360. 4J stated long ago (at Mincon 2012, I think it was) that they have been and are utilizing all the RAM on the Xbox 360 that they have available to them and do not have any excess RAM just sitting idle in order to increase the world size on the 360. On the other hand, if the PC version does not require the recommended minimum of 2GB, then that's a matter between PC players and Mojang to discuss as to why they might state minimum requirements that are not actually necessary to run the current game.
The PC version maps are so big that it can be wrapped around Jupiter 6 times or something along those lines... FYI: There's an end... Eventually...
And guess what? There are programs out there that can generate ALL of that land at once thusly making the map full and trust me... Even an Alien PC crashed during loading that map. There is NO way the consoles will EVER handle a big HUGE map like that! No way!
Now the Xbox One and PS4 can have bigger maps but no way as big as the PC. Especially since even the PC versions can't handle the whole entire maps themselves.
The PC only has huge maps because a) it unloads used chunks, and is allowed to create massive world saves. For those of you with MC on PC go take a look at your world save file and compare that to a world save from your 360. My newest one on the PC which I admit to not exploring that much, haven't been to the neither or end and is sitting at around 60mb in size. You'll find that if you look at your world save on the 360, it'll average just over 20mb.
I'm willing to wager right now that if 4J followed the same mechanics of managing chunks as the PC did, we too would have very large worlds, but at the cost of using much much much more of our hard drives. This might have been another reason why 4J chose the route they did, consider some dufass who just started running in one direction on your map for hours on end how much of your hard drive the map would eat.
Bingo.