Well, in actual game memory, the most I've ever done is 300megs of sample data. That was for a test project where we didn't really pay attention to memory footprint, and went straight for quality and interactivity. The 1.2gig project is streaming wav based, and because DMP insists on loading all of those wav's into memory when your working on them, it's a real heffer of a project. If it actually streamed them, like they do in the game, it'd be a lot less.. -----Original Message----- From: Paul Stroud [mailto:paul@xxxxxxxxxxxxxxxxxxxxxxxxxxxx]=20 Sent: Thursday, January 30, 2003 6:58 PM To: directmusic@xxxxxxxxxxxxx Subject: [directmusic] Re: Survey Over a gig? Gulp. You can't be serious. Was this for PC or XBox? I wouldn't expect the entire game to take up that much space. By memory, I was talking about RAM. 1.2 gig of RAM would be one hell of a minimum requirement. > -----Original Message----- > From: directmusic-bounce@xxxxxxxxxxxxx=20 > [mailto:directmusic-bounce@xxxxxxxxxxxxx]On Behalf Of Jason Booth > Sent: 30 January 2003 18:01 > To: directmusic@xxxxxxxxxxxxx > Subject: [directmusic] Re: Survey > > > > 1). What has been the peak number of Voices you have implemented.=20 > Please give figures including and excluding the microsoft synth > > We usually cap it at 64, although theoretically a large group of > people playing music together in AC2 could generate double ro tripple=20 > that voice count.=3D20 > > > 2). What has been your largest memory consumption in a single script=20 > loading? > > 500mb > > > 3) What was the largest peak memory consumption that you have allowed > > 1.2gb > > 4) How did you measure this > > DMPs display - in game it would be streaming.. > > > 5) How large was the largest (in terms of disk space) single project=20 > you have worked on. Assuming that you use one project per piece of=20 > music. > > Not including the source files (which are much, much larger), about a=20 > gig or so. It compresses down smaller when in MP3 format.. > > > > > > >