Saturday, February 11, 2006
Hard Drive Densities
There are only a few ways to get more capacity in a hard drive.
1) Larger platters (physical size). Not really an option for most applications as the larger platters lead to larger seek times. Which is one of the reasons that the old 5.25" HDDs went out of vogue (they had 20-40ms seek times). The 3.5" drives typically have 8-12ms seek times and 2.5" drives are even faster (3-5ms).
2) More platters. Some drives pack 5+ platters into each unit, with up to 10 heads (one on each side of the platter). After a certain point, you run into a roadblock. The platters can't be made any thinner and you can't pack the platters any closer together.
3) Areal density. This is the number of bits that you can store per square inch (or square centimeter, 1 square inch = 6.4516 square centimeters). Most gains in capacity come from increases in areal density. However, even with GMR, they've run into a roadblock where you can't store the bits any closer together without them starting to interfere with each other. Future drives will use a technology called PR (perpendicular recording) which allows more areal density without this problem. PR is expected to boost capacity up to 5x over GMR technology.
Areal densities:
1998 - ~12 gigabits/sq in 1999 - ~25 gigabits/sq in 2000 - ~60 gigabits/sq in
GMR was expected to top out at 75 gigabits/sq in, but even today, most drives being manufactured are only 60 gigabits/sq inch. That's the main reason that hard drive sizes seem to have stagnated for the past few years.
PR drives are finally shipping (nearly 4 years after being demonstrated back in 2002). Their starting density is 100-130 gigabit/sq inch. Expected maximum density should be around 230-245 gigabits/sq inch. That's about a 4x gain over what we can cram into a 3.5" drive today.
As a rough guess, we should see 600-800GB drives soon with drive sizes topping out just shy of 2TB in a 3.5" package before we hit the wall again.Labels: 2006
posted by Wuphon's at
12:14 PM
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Sunday, February 05, 2006
CoDUO: Alpha Town test shots
Just two screen shots from a bit of mapping I was doing where I was considering creating a central town for a map. The key idea was that there would be a river running up the middle of the city that tanks and vehicles could use as a travel path.
Here's the T34 in the canal. The water is 30u deep, which is about the maximum depth before you run into issues with players wading into it.

An overhead shot of the probable street locations. Two vehicle crossings with a foot bridge in the middle. You can see that the canal wall has been broken in two places to allow vehicles to exit the canal.

Mostly, this was an experimental map. I was experimenting with street sizes, how tall bridges needed to be, and whether a sewer system would work. One thing I found out with the sewers is that forcing the player to crouch-walk for more then 300-500u is boring. So I made the sewer tunnels tall enough that players could stand up inside and run/sprint.
I also did not understand patches or terrain meshes when I created this map. So everything was done with simple brushes. That gets to be a bit of a pain when you're trying to do more realistic terrain.
There's also the issue that I'm not sure how I would've portaled this map. I wanted players to be able to get up onto rooftops, which was going to be tricky with frame rates.Labels: 2006, CallOfDuty
posted by Wuphon's at
8:30 PM
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