You're talking about something different. In a game having a more realistic look will do a better job of immersing the player in the game. Giant texture maps can do that, but as a game developer I can tell you that we're constantly conscious of keeping those numbers as low as we can. Lot's of tricks are used to get the most bang for our buck. No one wants a long download or to use up the drive on their mobile device on a single game.werp wrote:Regarding software sizes. Would you rather have a complete game on a 512 floppy or a key for a download on a dvd?
Shit just gets bigger. Deal with it.
No one complains about Omnisphere 2, because we all understand that high quality samples are the texture maps of the sample based synth world and good ones will make a huge difference. We'd rather they be tiny, but we see the benefit of using up memory for them.
The complaints I have about the new UIs stem from some very sloppy development. Lots of things could be 9 sliced. A trick where just the corners are created at full res, and the center bit where nothing is going on is just a single pixel that gets stretched to fit whatever size is needed. Resources should be shared. They could make one style of mod matrix and use it for all the collection, but instead each one seems to have it's own. Same with keys. Nine slice them and make one master key resource file and have all the synths use it. Screw big gradients unless you do a single pixel column and stretch it horizontally. Do the knobs on the MiniV need to be different than the knobs on the Moog ModularV? No. Hell, they could be used on a lot of the synths and few would notice and even fewer would care.
The thing is, none of what they did makes the UI any better, and in some cases it actually makes it worse. Maybe you have a moment of "aaaah" when you first load up a photorealistic looking plug in, but after 15 seconds you're just focused on the sound and functionality. Make a nice 3d rendering and put it on your about/splash screen for that.