New races shouldn't be very memory taxing. View it this way. your game limits the amount of visible models each given moment. a new race doesn't raise this number, nor does it weigh on the processing memory. Also, if the mesh of a model is modified / adjusted, it 'is' saved as a new file. Therein your 'memory efficiency' theory in regards to Au Ra' playermodels doesn't hold up because;Â
LAST EDIT: there, fixed images
The reason why we don't have 10-20 individual races isn't as much a memory efficiency issue as it is a HD space issue. Each new model would require armors to be refitted to said models / rigged accordingly, which is an individual process for every single piece of equipment out there. With each class introduced, this process has to be repeated. So a new player race probably raises the GB amount by 1-2 GB in itself
If you click the image and zoom in you can clearly see that the face meshes, aswell body meshes are in no way the same as that of other races. Similar perhaps, but not same. therein they're new meshes as such. So the choice wasn't technical in regards to dimoprhism, it was an aesthetic/conscious design choice. Atleast going on what I know about 3d modeling and how games tend to work. Take it with a grain of salt, I is no professional.
As for the PS3 version of heavensward. Technically there's no 'bigger' amount of memory processed simply because the expansion is present. Games have hard limits on the amount of what is rendered at a given time, and I suspect this number is kept lower on PS3 to accomodate with the consoles limitations.
LAST EDIT: there, fixed images
The reason why we don't have 10-20 individual races isn't as much a memory efficiency issue as it is a HD space issue. Each new model would require armors to be refitted to said models / rigged accordingly, which is an individual process for every single piece of equipment out there. With each class introduced, this process has to be repeated. So a new player race probably raises the GB amount by 1-2 GB in itself
If you click the image and zoom in you can clearly see that the face meshes, aswell body meshes are in no way the same as that of other races. Similar perhaps, but not same. therein they're new meshes as such. So the choice wasn't technical in regards to dimoprhism, it was an aesthetic/conscious design choice. Atleast going on what I know about 3d modeling and how games tend to work. Take it with a grain of salt, I is no professional.
As for the PS3 version of heavensward. Technically there's no 'bigger' amount of memory processed simply because the expansion is present. Games have hard limits on the amount of what is rendered at a given time, and I suspect this number is kept lower on PS3 to accomodate with the consoles limitations.