• @[email protected]
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      42 years ago

      In third world, internet is expensive, so shit like this would cause alot of people to have to download it over more than a month

        • @[email protected]
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          12 years ago

          Obviously depends on the country but in general Internet is the worst, there’s a reason the piracy scene is so big in India, although maybe it’s just because the servers will be further on average.

    • @[email protected]
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      112 years ago

      These are rarely mutually exclusive. Rather the opposite, as these textures and whatnot need to be pumped through RAM and VRAM via the CPU.

    • @[email protected]
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      22 years ago

      My buddy’s first HDD for his Amiga held 20mb. It was the size of a toaster, and cost something like $400. Now, a chip the size of my fingernail can hold a terabyte, and costs less than that HDD. I know it’s slowed down a lot, but I really wonder where we’ll be in another forty years.

    • @[email protected]
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      22 years ago

      My first computer was a Coleco/ADAM with a tape drive.

      My first “IBM Compatible” computer was a 286 with a 40 MB hard drive. It also had a CD-ROM which at the time was this whole huge futuristic thing. We had an entire encyclopedia on a CD! They could hold hundreds of megabytes! More storage than I could ever need!

      I have a camera drone with a 128 gigabyte micro SD card in it. The card is smaller than my fingernail. I freely admit that having that much storage on something so small just doesn’t add up in my brain. I know its possible, it works, I’m just someone who grew up dealing with megabytes being something that took up a lot of physical space and now something a few orders of magnitude larger could get lost in my pocket.

    • @[email protected]
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      2 years ago

      I remember watching ZDTV/TechTV in the 90s and Leo Laporte referring to an 8GB drive as “an entire universe in there”.

    • @[email protected]
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      2 years ago

      The first computer I ever used didn’t have a hard drive (Macintosh 128k). The first hand me down computer I had in my room was a 286 with a 500mb HDD.

      I vaguely remember that one evening my father drilled into me that if I get a dialogue box with the text [Disk Read Error, (Abort) (Retry) (Initialize)?] That Initialize was never the correct option. Apparently I deleted one of his projects by mistake. I was 5 or 6 at the time

      • @[email protected]
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        12 years ago

        I think my first harddrive was smaller than that, and we had to compress it to get double the space. However, everything ran 4x slower.

  • @[email protected]
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    362 years ago

    “Japanese game dev has been here”

    “How can you tell?”

    “30fps cap”

    “Is Bethesda a Japanese word?”

  • GreenBottles
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    562 years ago

    I mean I can understand how textures add up but 161 gigs for a basketball game seems like a lot of unoptimized stuff going on

    • @[email protected]
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      312 years ago

      The majority of the space on modern games is taken up by high definition audio. Those thousands of commentator lines add up to dozens of gigs alone.

    • @[email protected]
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      62 years ago

      Do they not even use compression anymore? I’ve been wondering since Steam came out if I was downloading compressed game files or wasting bandwidth every time. They used to try to conserve storage, compressing everything to fit on one or two discs (or floppy disks before that)

  • @[email protected]
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    322 years ago

    Image Transcription:

    A version of the White Man Has Been Here meme showing a Robert Griffing painting of two Native American trackers examining footprints in the snow. One is standing and the other squatting, both are holding rifles. The squatting tracker is saying “western game dev has been here.”

    His standing companion asks “How can you tell?”

    The first tracker replies, “161 GB for a basketball game”.

    The footprints in the snow have been replaced by a screen shot of an X/Twitter notification by Saved You A Click Video Games replying to a post by GameSpot reading “NBA 2K24 File Size Revealed, And It’s Even Bigger Than Starfield - Report dlvr.it/Svvggh2” accompanied by an image of a basketball player for the Lakers team. The Saved You A Click Video Games’ response reads “It’s 161GB on Xbox Series X|S.”

    [I am a human, if I’ve made a mistake please let me know. Please consider providing alt-text for ease of use. Thank you. 💜 We have a community! If you wish for us to transcribe something, want to help improve ease of use here on Lemmy, or just want to hang out with us, join us at [email protected]!]

  • @[email protected]
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    232 years ago

    Y’all wanted 4K Next Gen Gwaphix well that shits gonna cost you some storage space lol

    Sucks but whatever. Been happening since the beginning.

        • @[email protected]
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          2 years ago

          Starfield is pretty huge though isn’t it? I dunno, it feels like if any games should take that much storage space, it’s a massive space game.

          • @[email protected]
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            32 years ago

            The area of space in the game doesn’t cost data like that lol.

            The install size is because of textures and sound files. They don’t know how to compress or optimize files.

          • @[email protected]
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            32 years ago

            And starfield could easily be way larger. The textures in Starfield aren’t actually that high res (part of why, despite it being a very demanding game, it doesn’t use much VRAM, generally topping out at 8GB)

          • @[email protected]
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            And SSDs are ludicrously cheap now.

            My first SSD was 240GB, for £300. (£1.25/GB)

            I can get a 2TB one now for £64. (£0.032/GB)

            And that’s just comparing the storage, nevermind one being a vastly faster NVME drive that also takes up less space, is more power efficient, and doesn’t have two annoying cables to manage.

            IMO huge file sizes are more of a download speed issue than a storage issue

        • @[email protected]
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          42 years ago

          Do you have like solid number of reasonable gigabytes a game can be? How did you arrive to this number exactly?

          • @[email protected]
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            52 years ago

            You don’t uNdERstAnD, a game must be less than 1GB in size or it’s unOpTiMiZeD.

            But at the same time, man I’m sick of these last gen/old non raytracing cards are holding us back! Where are my rig melting next gen games?!?! Oh wait I have to download 100GB and still turn down settings to High!?!? unOpTiMiZeD!! furiously leaves bad steam review

    • @[email protected]
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      92 years ago

      I think the solution to game size (aside from optimization) is breaking up the game into optional downloads. Things like, 4k textures, high poly models, multiplayer, singleplayer etc.

      • @[email protected]
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        12 years ago

        This would be a great feature. However some of that has shared resources. SP and MP probably use 85% same stuff. Have seen UHD Textures as a separate download in some games.

  • @[email protected]
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    302 years ago

    i want good graphics

    NO FILLING THE HARDDRIVE, only good graphics😡😡

    Jesus christ what a braindead thread this is. Evil devs just filling your games with bytes just to piss you off right

    • @[email protected]
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      12 years ago

      Unless you render every basketballer nuts in 4k quality, there is no fucking way a basketball game adds up to 100+ gigs

    • @[email protected]
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      42 years ago

      Something that i liked very much on some games was choosing the assets you want to download, you want to play on low, no need to download ultra high res textures.

      The thing is, using less resources is always an optimization cost for the company. If the user will just get better hardware, there’s not much incentive for spending on that. Unless the company aims for devices with lower hardware like switch, deck or mobile.

      • @[email protected]
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        42 years ago

        Two things:

        I’d say around 98% of players don’t want to choose between texture sizes. Plug and play is by far the most convenient, especially on these sports games. Seriously, think of someone who legit plays nba games, do they really care?

        Second of all, graphical fidelity is the only thing keeping these games afloat. There is not much untapped innovation when it comes to sports games. They HAVE to make graphics better per gen to justify 80$ pricetag or whatever these games go for.

    • MeanEYE
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      192 years ago

      Compression is a thing. But software developers offload their laziness on their users.

      • @[email protected]
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        72 years ago

        From the games I’ve seen, all of them have used compressed textures. It’s the industry norm my dude. I don’t think I have ever seen an uncompressed dds in the wild

        • MeanEYE
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          22 years ago

          You are confusing compressed textures and compressed files. Texture compression is used to give older hardware a chance to render anything by reducing quality of texture which is stored on the GPU. Yes, it has been industry norm since forever, also, not what we are talking about here.

            • MeanEYE
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              12 years ago

              You really have no idea what you are talking about, do you? There are archives optimized for game asset storage. But even then, yes, there are actually games which do this. Whole of Quake and Doom series (older versions anyway) used zip archives. Source engine also stores its assets in archive. Pretty much every major engine supports one form or another of asset packaging with or without compression. No one saves PNGs and WAVs anymore.

              • @[email protected]
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                12 years ago

                Yea you mean archives, another one of the industry norms? Wouldn’t necessarily call them compressions as the size difference is sometimes insignificant, but I seem to be missing your entire point, what is it? What are game devs doing wrong?

                • MeanEYE
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                  12 years ago

                  Lack of compression. Hence huge game sizes. Lack of optimization as well.

      • @[email protected]
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        152 years ago

        Compression, rendering and other algorithms that use the processing power of the console rather than then entire ssd storage. This 161gb is so incredibly lazy

        • MeanEYE
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          12 years ago

          It would mean slower loading perhaps but there’s a balance to be struck there. Besides, game being fun has nothing to do with game being high fidelity or huge hard disk space.

          • @[email protected]
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            22 years ago

            Not just slower loading. Less available performance in game.

            Every time it needs to load a texture it’s uncompressing it on the fly…. That’s going to take away from CPU and RAM (both the compressed and uncompressed versions will be in RAM).

            • @[email protected]
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              22 years ago

              I don’t know how much power you think it takes to load and render textures on a model, but I can assure you that as long as you are not running on a potatoe programmed by monkeys slamming a football into a keyboard, it will not significantly impact performance once loaded.

            • MeanEYE
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              62 years ago

              It’s not going to be less performance in the game. Once uploaded to GPU texture is ready to be used. Just the loading part would be slower.

              • @[email protected]
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                12 years ago

                That’s only true if the GPU can fit all of the textures for the whole game in its VRAM, and doesn’t need to store anything else.

                What do you think the chances of that are?

                • MeanEYE
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                  12 years ago

                  It’s not a chance based thing. But sure, sometimes keeping texture in memory is fine.

              • @[email protected]
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                It is loading them dynamically in the background constantly. If those textures are compressed, it’s doing work to load the compressed version into memory, CPU is reading it out of memory, decompressing it and putting it back in memory, then moving it to the GPU.

                It will take 1.5x (assuming 50% reduction in the compressed copy, probably would be worse) the RAM plus the CPU overhead depending on compression algorithm.

                That is happening while you’re playing.

                Unless at load it is decompressing and storing the decompressed textures on your disk, in which case you need 1.5x (or more) of the original storage to play the game and compressing them in the first place is worse if the thing you’re optimizing for is game size on disk (which is what this thread is complaining about).

    • @[email protected]
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      52 years ago

      I agree with this. I think the real problem is that people have been complaining about this for years and Sony and Microsoft still do nothing about even tho they sell consoles meant for gaming. At least add transparent compression to the filesystem. Have more storage for games right off the bat instead of selling 500GB models and calling it a day.

  • mistrgamin
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    1312 years ago

    Unless the campaign is simulating the entire industry up from the fuckin 40’s then there isn’t any reason for this game to rival COD in storage

    • @[email protected]
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      492 years ago

      There is one simple reason: the bigger the game, the fewer other games you can install. So why spend time optimising size on disk, if it will just cut into the live service profits of your game?

      • @[email protected]
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        122 years ago

        Honestly, I’d not considered this angle before, but I would not be surprised at all if a product manager at Activision has had this thought.

      • @[email protected]
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        12 years ago

        I don’t think that’s a reason they use. If anything, I’d expect live servicr games to benefit from the game being smaller, because they want players to not uninstall it when they’re feeling finished.

        But “why bother” certainly is. There’s not that many players who will not buy your game just because it’s big. Most games are focused on the initial sale. Optimizing for size is expensive. Why spend thousands of dollars of expensive software dev time while making the game more complex to test for something that won’t affect many sales? Especially compared to fixing bugs or adding more noticeable features. Software dev is always a matter of tradeoffs. Unless you’re making something like a mars probe, there will always be bugs. Always always always. How many people will complain about a bug (which unexpectedly turned out to be game breaking in some niche case you didn’t think about)?

        • @[email protected]
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          I don’t think that’s a reason they use. If anything, I’d expect live servicr games to benefit from the game being smaller, because they want players to not uninstall it when they’re feeling finished.

          The smaller the game, the more likely you are to uninstall when you’re done, because it’s easier to re-install (and you don’t need to free up lots of space). Large size means you’ll keep it installed so you don’t miss the next content drop. Keeping it installed means you’re more likely to play, because you have less choice.

          It’s a combination of sunk cost and FOMO.

          • @[email protected]
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            12 years ago

            It cuts both ways. If you’re low on disk space, you can uninstall 10 small games or just one large game.

            Though personally, I’ve been happy after I threw in a larger SATA SSD and now I can move installs from my faster NVME drives to the slower one when I want more fast space. I generally ignore the games smaller than 5gb when trying to find more space.

    • @[email protected]
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      1372 years ago

      If you glitch outside of the stadium, you can actually load in GTA and Cyberpunk 2077 depending on which direction you go.

      • RaivoKulli
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        82 years ago

        Less people have the opportunity to pirate it with the fuckhuge download and install

  • @[email protected]
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    52 years ago

    Diablo 2 lod installed: 3 gb Diablo 2 resuracted 25 gb

    Is 4k images consuming that much more space?

        • ⸻ Ban DHMO 🇦🇺 ⸻
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          32 years ago

          It depends how they store the models, if they’re using normal mapping (which they probably are) they will need to store the following in a file: Position (x,y,z) normal (x,y,z) texturecoordinates (u,v) tangent (x,y,z) bitangent (x,y,z). For each vertex, assuming that they’re using a custom binary format and 32-bit (4 byte) floats, 56 bytes per vertex. The Sponza model which is commonly used for testing has around 1.9 million vertices: in our hypothetical format at least, 106.4MB for the vertices. But we also have to store the indices which are a optimisation to prevent the repetition on common vertices. Sponza has 3.9 million triangles, 3 32-bit integers per triangle gets us an additional 46.8 MB. So using that naeive format which should be extremely fast to load and alot of models, 3D model data is no insignificant contributor to file size.

        • @[email protected]
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          22 years ago

          Yes but also more polygons for more detailed models. Which… is more space but it can’t be that much lol idk tho

  • @[email protected]
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    32 years ago

    The uncompressed sizes make for a much faster install. Repackers like FitGirl compress the duck out of the game files to make the download smaller but it takes ages to install the games afterwards.