link << article
Rumors have been circulating the internet lately telling of Bizarre Creations being constrained by the DVD format's storage capacity and therefor not being able to implement day/night textures into Project Gotham Racing 4. But today Bizarre put such evil rumors to rest telling everyone that no, they have not been limited by DVD for PGR 4 in the slightest.
Commenting on the issue, they said that the facts got spun out of control when certain fanboys commented on the day/night feature stating that there was no room on the DVD to hold all the textures for both day and night in the game. Instead, Bizarre says that not only are they NOT constrained by the DVD format, but they actually opted for transitioning day/night textures in the game instead of two sets of "fixed" textures.
So, PGR 4 was not nor ever has been limited by DVD's storage capacity, it was never an issue and PGR fans will be treated to transitioning day/night textures as proof. Case closed.
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link << Bizzare's Statement
As I'm sure you've seen, some of the comments made on our forum have been blown out of all proportion. This has been reported on certain web sites. It seems that a number of fanboys have jumped on the topic... sigh. So it's time we cleared this one up...
When we started designing PGR4 our primary goals were to create a great and unique experience over and above PGR3, to push the hardware as far as we could, and obviously to ensure that we give great value for money. DVD size is absolutely not a factor that we consider when designing our games... and PGR4 is no exception. DVD9 gives us more than we need to create a fabulous experience for you guys.
The previous game, PGR3, had five environments. That's how much we could create given our time and resources for that game. With the longer development cycle we've had for PGR4, as well as the advantage of having final hardware, we wanted to create a far bigger and better game by this time including 10 environments, as well as a whole bunch of new gameplay features.
Rather than having two "fixed" times of day, this time around we decided to use our time to create a dynamic weather system, which effectively creates a much more dramatic palette from which to work with. To show you where we're coming from, have a look at this screenshot crop sheet. This is something we use internally to compare our environments, lighting, and weather effects... but it's certainly useful for demonstrating the breadth of the game here!
We've never had to cut content to fit on the disc, and we probably never will.
Each next-gen format has its own merits. We should know, as we're currently developing games for all of them in one form or another. It's not a case of one system having less of this, and the other having more of that. As developers we are given a fixed platform, and that's what we work with. At the end of the day we're games developers, and we try to create the best we can irrespective of platform. We hope you end up agreeing with our design decisions when you see the game for yourself.

