why are games over 140gb now? we used to get better games that where 14g max
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why are games over 140gb now? we used to get better games that where 14g max
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If you have to delete a game in your livrary to play the 140gig game, you're less likely to play anything else. It's 100% psychological manipulation. A fricking russian troon repacker can cut that shit in half without trying.
this but also third world internet data caps on top of that so you really have to choose which one to play, and perhaps make piracy less convenient. wouldnt surprise me if hard drive manufacturers are in on it as well, always seemed like games were pushed as a vessel to sell you hardware in, but now more than ever for sure.
I live in Burkina Faso and even here data caps are a rarity. If anything, you get datacaps in shitholes like Australia and New Zealand because the government is a c**t.
Not to say there _weren't_ data caps before. During the wireless internet years (2008~2015), we had data caps, but once we got fiber and better telephone lines, the data caps also disappeared.
>psychological manipulation
See, if I find out that a game is 140GB and I have to delete shit just to install it, and I have to wait hours just to download it... I put it off. I go play something else in the meantime.
And if I need to make space for something else in the future, this game is going to be first on the chopping board.
TL;DR if it's a strategy, it's a shit one.
i have 3-digit gb games sitting on my hard drive that i haven't played in months/years just because i don't want to redownload them whenever i decide to go back and finish them
you probably also have 3-digit iq you moron
4k textures should be an optional download
Better hardware has made optimization take a back seat, people are now implementing uncompressed high-resolution textures and wave files. Code has also gotten more bloated in recent times in some instances, but that obviously doesn't explain the installation size.
There used to be numerous games where high resolution textures used to be an optional addition.
>There used to be numerous games where high resolution textures used to be an optional addition.
hmm that doesnt sound profitable to the company selling the graphics hardware that makes your game possible
uncompressed audio files and 4k textures
>game has xbox hueg prerendered cutscenes
looking at you, talos 2
>game forces you to download all voiceover files
Storage is cheap.
Because you NEED the chinese, korean, german, and telugu voice files on your PC at all times just in case you wake up with that speak a foreign language disease and sorry chud we don't know how to separate the audio from the video files either so you get those for each setting as well. That mouse in the second level needs each tooth rendered with 70 million polygons too.
the non-separate audio and video files is because each language has different videos because they have different lip/mouth movements when they speak
reminds me of how I needed to delete the jav shit from ninja gaiden black to fit in on my eggs box hard drive a few years back. Those nipgers did it on purpose iirc
You know that jav means "japanese adult video," right?
Someone post the video of the credits for a game being a very large mp4 file
It was Halo Infinite, that I remember.
>credits for a game being a very large mp4 file
What the frick. What kind of lazy is this?
So what is stopping you from just deleting the files you don't want? Does steam just automatically 'fix' it for you or something?
Not saying that in defense of the dl size, just why can't the storage issue be mitigated manually?
Everything is packaged and obfuscated so that you can't. How can you be this utterly clueless, this inexperienced (never looked, never tried modifying anything, never installed any mods without a manager), and still feel worthy of speaking up without qualifier? have a nice day.
I hope you feel better soon anon. Call mom or something
weak
100 dollar 4tb xbox one game drive
problem solved
Cant you just plug in a thumb drive? I could with my 360.
ITT poorgays seething
SAME AS IT EVER WAS
Lots of those games use uncompressed audio files (fricking FLAC) or texture image files.
Another issue are ridiculously smooth models that have over 100.000 vertices and thus a shitload of faces. They even use this crap for the smallest objects where 2.000 vertices would be enough.
FLAC is compressed
flac sounds better
nobody can reasonably tell the difference between flac and 320 kbps mp3.
FLAC is compressed, morono. Lossless compression is still compression.
The most common format to contain actual uncompressed audio is wav.
Can someone explain why they make such detailed models in the first place?
Different purposes probably. Then some moronic guy buys it from an asset store and bam.
In general? It's so they can have extreme closeups and still look good. There's no excuse for it in vidya.
someone makes a detailed model to actually design a real-world product from, or for a single segment with close-up shots, or maybe they wanted to make an entire video game level that takes place on a giant toothbrush.
But a pajeet company that's been contracted to do some modelling work finds the raw model in a forum post, and just uses it because it looks good. "those whites will have proper LoD programmed in, anyways" he thinks, not knowing that the LoD is part of the contract sent to another shitty brownoid company
quality is more important than size. if something looks 5% better at 300% the size that is the obvious choice for anyone not poor.
It's more profitable for AAA games to have a bigger file size to limit what else can be installed on the console, which means people are more likely to spend more time and pay more for microtransactions.
diversity hires, pajeets, developers who can't code, competency crisis etc
Witcher 3 was made for PS4/Xbox one and look better than 90% of today games
>Witcher 3
no other game will come close.
Honestly even Witcher 2 looks better than 90% of games today
Devs being lazy c**ts.
There's a few different theories on why. For me, I think it's just because dev time just isn't dedicated to file size optimisation anymore when that cost can just be passed onto the consumer.
ironic or not, you're a fricking homosexual and you missed a chance at shutting the frick up
get a job and buy a bigger drive poorgay, you just need to work a couple of days at mcdonalds and quit
>now
Rage was 25GB and that's 13 years ago. Game sizes have been slowly bloating up and up ever since they stopped being shipped on DVDs.
>game starts chugging because there's a toothbrush on-screen
because modern games are being made by incompetent companies
not my fault png is the default format when you paste an image on Gankerx THOUGH
PNG compresses better than JPG.
It is an objectively better file type.
This is simply false. They are different compression algorithms for different purposes. You might as well say that the superior format for images is to arrange them as a single frame of video in a Matroska container because HEVC exists.
JPG is lossy, but lossless webp is better than PNG
>exploitp
nope
Because not long ago you had to mostly fit the game mostly on a disk.
>10mb games
>Still more fun than any modern aaa slop
What went wrong bros
sometimes i show people my game, and the first comment is that their PC will not run it, then i tell them to try and without a fail their PC can run the game even if it is a decade old dual core because i give a shit about keeping Drawn calls low and LODs, people also comment on the whole game being 200 MBs, and honestly i could reduce the size quite a bit by getting rid of bloat.
noways everyone is accustomed to being required a dedicated graphics card, a quadcore and at least 5 GBs of disc for a pixel game. i won't lie the state of the industry makes me a bit sad.
Ganker has no fricking idea how to optimize a game
Except this guy
That guy may be the only one here with practical experience in the low-level reality but such is not a requirement to know of its form. The concept of "10k tri buttplug" has analogues across the entire process.
The knowledge to make effective use of existing tools with efficiency puts one halfway to being a custom engine chad and indeed that is the way that one should go for pixel graphics.
yeah but the majority of games arent even programmed the right way and just use ue blueprints or some shit because this has turned into an industry of artgays
Thanks
Polygons are cheap to store, each vertices of a rigged and texture rig is 13 bytes of data uncompressed, plus 3 bytes for the each indexed triangle, a 100K model weights only 1.3 MBs.
code is also rarely that big unless you annexing a C++ compiler into your game for some reason, even physics libraries tend to be less than 100 MBs, maybe all the DLSS stuff is way bigger than i imagine, but bloated code is rarely the cause of large files
most of the file size is the damn textures, that devs insist of making 4K textures for everything instead of overlaying and tilling textures like they used to do back then, a single 4K uncompressed texture is 64 MB.
another weighty thing is animations, animation software will generally convert bezier cuvers into linear interpolated keyframes, so just a few seconds of animation can weight quite a lot depending on number of bones being animated.
combined with all audio being .wav files with no compression. i only use .wav for sound effects that last a second or two, and longer music i use vorbis, you only need 400 kbps for something to match uncompressed .wav.
i guess something like the last of us, 80% of the disk space is in game cutscenes as those weight way more than a compressed video.
I'm not sure why you're replying to that post talking exclusively about filesize when the point was failing at optimization in all forms. At any rate, performance and filesize are intertwined on the front you speak of. Gone is the smart texture tiling of environments, replaced with photoscanning, resulting in gargantuan texture data and the meme of games crashing if put at high settings without 12+GB VRAM.
my bad, is just the focus of the thread seemed to be file size, so it was my main focus.
when it comes to frame rates the Vulkan came around was about how much you can minimize Draw Calls, as before Vulkan only one thread of the CPU would handle those, no devs don't have this limitation anymore but still end up with performance issues.
Photo-scanning is probably a big part of that, i guess Artist can't compete in Realism with Photo scanning, but i don't get why people care about realism so much, no game will ever look as life like as my garden, and i miss when games had comic book and Saturday morning cartoon art styles like old GoW and Crash.
i would guess what impact frame rates now is probably excessive use of shaders causing shaders compilation issues and Object Oriented programing being used in overly complex systems causing CPU cache misses instead of a Entity component system that would not suffer of the same bottle neck.
there is also things like Overdrawn, sometimes GPUs can draw a ton of vertices no problem, but the pixel rendering ends up as the main bottle neck, because the same pixel is rendered ten times, this cause a bottle neck with the memory buss.
i'm making my first real engine after doing opengl demos for years.
should i bite the bullet and do it in vulkan now that dynamic rendering, vkbootstrap, and vma are things?
i just dont know if the extra performance is worth the effort if my game is gonna look like pic related with better lighting anyway
I have 8tb nvme's. Shits cheap.
Games might be 10 times bigger, but storage is just as much cheaper.
Internet speeds are also sky rocketing.
1gb is standard over here and within 2 years they now offer 8gb
100+ hours of high-quality uncompressed voice tracks in 10 different languages. No, we can't make English the default and let you download French/Spanish/etc as DLC, you must understand.
>gameplay is 5 gb
>maps and items are 10 gb
>cosmetics and dlc are 80 gb
those lips are 200 homiebytes
I just thought it was a sseth thumbnail
nah, just burgerstan propaganda
Not my problem.
Buy you should not play AAA garbage anyway.
>render 500000 polygon sandwich at all times
>devs wonder why it runs like shit
forced to have all language packs on the one install
cosmetics and other dlc are part of updates, you pay only to unlock them
4k textures are literally 4 times the size of before
audio files don't really get much compression compared to before
People don't care and will outright defend these absurd game sizes.
wait what's wrong with png
Uses more storage. For example, I have a 1280x720 JPG that is 56.4kb and a 281x281 PNG that is 65kb.
yeah but what about for something like a spritesheet where you need transparency
This depends on the settings of the png vs jpg. I can make you a png that uses less storage space than jpg with the same resolution.
>What is wrong with Pee n Jizz!!!??
have a nice day degenerate
Wait until .webp shills shows up.
PNG compresses by reducing the number of colors represented in data - eliminating those not present in the image. An image with many colors will not compress effectively as a PNG. JPEG compresses in a lossy fashion that is relatively imperceptible to the viewer when there are a great many colors involved and there is a lot of noise - as in photographs and scene screenshots.
>10 years ago
>Why are games over 14gb now? we used to get better games that were 140mb max
OP pic makes me smile because back in the day when more people had bad internet, you absolutely did get fricking bullied on Ganker for uploading large PNGs when you didnt have to, usually game screenshots saved by FRAPS or mspaint. People would even apologize for not converting it first
>"HURRRR DURRRHHH UHHH why do file sizes get larger as graphics get more advanced?????"
Zoomers are so fricking moronic
Optimization is a "lost" art in terms of vidya, but at the same time I can't imagine being third world enough to be concerned with storage or data speeds. I have like 5 TB and 800tb/s and all of that was pretty middle of the road prices.
I notice that some programs have an option to export jpg on a scale from 0 to 100. When I export as png and jpg 100 respectively, I can't see any difference whatsoever, and the jpg 100 ones takes up infinitely less space. Is there any reason not just re-save every png as jpg 100 if it's virtually identical? I don't even know what the 100 means, I just assume it means 100%
You cannot reliably compress textures in the context of games. As game worlds get bigger and textures get bigger, the sizes of game installations just go up. 90% of the inbreds that spout "optimization" have no idea what they are talking about and are just parroting things said by their fellow inbreds.
I'm gonna try TESO cuz it's on sale and the game is 126gb. Expectations are low.
Because game companies don't want you playing anything but their game. Their expectation is that their game is the only game you're going to buy, play, spend money in their e-shop.
They have incentive to make smaller games when you're not expected to play anything else.
Because average drive size is 2tb and decompression takes CPU resources
Naw, I think this homosexual
Is on to something
Because optimization tends to be the last thing in the game dev pipeline and with how half assed and unstable most triple a games are now basic optimization tends to be ignored