I can actually see someone doing that...
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Ape Escape remake PSP - mega load times
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Originally posted by MayhemGamecube uses CAV (Constant Angular Velocity) as opposed to the traditional disc handling system; this means that the rate of data transfer is constant regardless of where the laser is on the disc. Whereas with PS2, Xbox etc, the rate of transfer depends on where the laser is; slower on the inside of the disc and quicker on the outside.
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Originally posted by anephricWhy did Nintendo use CAV instead of CLV? You get far more information on a CLV disc, don't you?
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I also think Nintedo deliberately put these sort of 'limitations' in their hardware to force developers to concentrate on making a game first and foremost (less is more and all that). A lot of devcos take the kitchen sink approach and like to pad their games out with lots of superflous fluff.
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Originally posted by Kotatsu NekoThat will come down though. And 1.5gb is really too much. .5gb should be enough for virtually all games.
Neil.
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Originally posted by NeilMcRaeThere is no way in hell that flash will come down anywhere near $1.50 in the lifecycle of this console. I suspect that .5G is probably big enough for a lot of games but its still way too expensive as a distribution method even so.
Neil.
Is there any way to set up an ignore function a certain unnamed member really is posting more **** than my brain can digest.
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Originally posted by MayhemGamecube uses CAV (Constant Angular Velocity) as opposed to the traditional disc handling system; this means that the rate of data transfer is constant regardless of where the laser is on the disc. Whereas with PS2, Xbox etc, the rate of transfer depends on where the laser is; slower on the inside of the disc and quicker on the outside.
As I'm guessing you are well aware, the two rotation methods for an optical disk are CLV (Constant Linear Velocity) and CAV (Constant Angular Velocity). A disk is made up of a number of grooves around the disk.
In CLV, the data transfer rate is kept at a fixed level by changing the rotation speed of the disk. This means that to read data at the outside of the disk you need to rotate slower than for data at the inside. This means that your data rate is limited by how fast you can spin the disk for the inner areas. The nature of CLV means that you then have to slow down rotation for the outer areas (which is a waste, as the drive could physically go faster).
In CAV, the drive maintains a consistent rotation speed which will result in a variable transfer rate. This means that you can rotate the disk as fast as you can at all times. Therefore, if a drive is a certain max speed, it can operate at its max speed at all times (as opposed to only at its max speed in the inner section of the disk in CLV). Have a look at here for some pretty graphs, which demonstrate this. There are also fancy variants of CAV called PCAV and ZCAV, both described in that link, which have their advantages.
Hard disks and floppy disks are CAV and always have been. Audio CD drives were designed to use CLV because they did not originally have the buffer memory to allow them to deal with bits arriving at different rates depending on what part of the disk was being read. Therefore, the CD standard was designed around CLV to ensure that the same amount of data would be read from the disk each second no matter what part of it was being accessed. CD-ROMs were designed to follow this methodology. Recent optical drives are going back to CAV (or its variants) because as drives get faster and faster it is now very difficult to change the speed of the motor when it is going so fast.
BTW I have no idea which of CLV, CAV, PCAV, ZCAV the GC, PS2 or Xbox use.
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