You didnt get it. israelites artificially increase game file sizes to force consumers to spend their money buying bigger SSDs. israelites control the industry and the semiconductor mines.
If this is what we need for Riven (A nearly 7GB game in 1997 by the way) in real time at modern resolutions, so be it. It's worthwhile, but I take great issue with games that still look like they should be on the PS3 and are 150GB though.
Pic-related is a 73GB game at medium console level settings. This is what all these massive games should look like.
Any game above 20GB isn't worth playing.
If the developers don't give a shit about optimization, what makes you think they'd give a shit about anything else?
battlefront at least looks like it's 100 gigs. killing floor 2 is 110 gigs and it's mostly mediocre maps. gta 5 is also 110 gigs and a good chunk is online only content.
Stranger of Paradise is 90GBs but its nowhere near long or big enough to justify that size; it's just that badly unoptimized. Sucks because it's a blast to play, i just have to sacrifice some other games .
So since we have the technology and storage abilities, devs no longer feel the need to compress their assets for release. Uncompressed audio, textures, models, and so on take up a frickton of space.
Sorry, by compression I didn't mean actual compression like with a zip file. I mean downsampling, where you have a really high-rez asset, but turn down the quality to the point where it's small enough to fit onto a CD or an N64 cartridge.
The voice acting used in MGS1 for example was incredibly low quality. When remaking MGS1 for the gamecube, they had to redo the lines as the mastertapes had audio from things like sirens and police cars happening at the same time as the recording.
That makes more sense, realistically that seems more feasible since like 90%+ of users won't be able to tell the difference or care unless it's really bad. Would be a win win for everyone.
If you do the downsampling right, you won't really notice any downgrade in quality.
The only issue nowadays is that with HD and 4K you need the higher fidelity assets for it to look half-ass decent on TVs and monitors.
Newer games nowadays depending on what they are actually pretty small (for modern standards). I just bought Etrian Oddesy collection on the steam sale and they're all about 1.5 to 2 GB for the three games.
Meshes aren't usually bad on disk space, even high poly count models. Textures on the other hand eat up a ton of space, but even then the actual resolution you need is dependent on how close it gets to the camera, plus some of the maps can get near identical results with reduced resolution but shit like normal maps need resolution.
Consoles, blu ray and digital distribution
Games had to fit on DL-DVD, so depending on the format, 7.8 gb or 8.1 gb, this until 2013, when the xbone happened and both consoles had blu ray and games balooned to about 40gb
Later in the generation as digital downloads became ubiquitous file sizes stopped being tied to physical media and we get to today where games go beyond 100gb
For the record, xbone and ps4 had game discs up to 50gb, the xsx is still 50gb, the PS5 up to 100gb, but as I said it doesn't even matter
At least 50GB still could fit on a dual layer Blu-ray disc.
Now every "physical" game requires a 40-200GB download because it can't all be fit on the disc and multi-disc games aren't tenable because games aren't linear anymore.
Because they stopped putting effort into normalmapping and just leave the polygon-heavy models as-is for the most part. Cheaper to cut out the middlemen in the texturing process than it is to waste a good week or two optimizing a set of assets.
Jews
damn how many israelites are they putting into the files to make them 150GB?
You didnt get it. israelites artificially increase game file sizes to force consumers to spend their money buying bigger SSDs. israelites control the industry and the semiconductor mines.
>1TB hard drive costs $40
>1TB NVMe SSD costs $35
Space is cheap. SSDs cost less than the games.
because we need 4k textures for every little thing and uncompressed dolby atmos audio apparently
If this is what we need for Riven (A nearly 7GB game in 1997 by the way) in real time at modern resolutions, so be it. It's worthwhile, but I take great issue with games that still look like they should be on the PS3 and are 150GB though.
Pic-related is a 73GB game at medium console level settings. This is what all these massive games should look like.
that looks shit
graphics don't matter
frick any game larger than 10gb
dillation
the graphics are better
not really
they are
more realistic doesn't mean better
It is exclusively graphics
it's actually usually pre-rendered 4k cutscenes with and uncompressed audio in 12 languages
Developers don't have to fit games on DVDs anymore. You might as well post an NES cart and ask the same question
I unironically saw a moron complaining a game was "too small" once in the steam review
Any game above 20GB isn't worth playing.
If the developers don't give a shit about optimization, what makes you think they'd give a shit about anything else?
unnecessary collections of 4k textures
why does this game run like shit on Deck, while dark souls 3 runs fine?
dark souls runs like shit on everything, it's ancient jap jank
>Cleaning out my PC of games I don't play last night
>Never play Battlefront II
>It's 100GB
>MFW
battlefront at least looks like it's 100 gigs. killing floor 2 is 110 gigs and it's mostly mediocre maps. gta 5 is also 110 gigs and a good chunk is online only content.
Gamedevs forgot how to optimise. They also fired all the people who knew how to make good looking games.
They allowed non-white people into the industry
the PTDE was third the size of this one and I can barely tell the difference between the two
it's just that everything is bloated with giga textures
Stranger of Paradise is 90GBs but its nowhere near long or big enough to justify that size; it's just that badly unoptimized. Sucks because it's a blast to play, i just have to sacrifice some other games .
Texture, audio, and god forbid pre rendered videos.
So since we have the technology and storage abilities, devs no longer feel the need to compress their assets for release. Uncompressed audio, textures, models, and so on take up a frickton of space.
Decompression puts extra load on the CPU and consoles have terrible CPUs, at least historically.
Sorry, by compression I didn't mean actual compression like with a zip file. I mean downsampling, where you have a really high-rez asset, but turn down the quality to the point where it's small enough to fit onto a CD or an N64 cartridge.
The voice acting used in MGS1 for example was incredibly low quality. When remaking MGS1 for the gamecube, they had to redo the lines as the mastertapes had audio from things like sirens and police cars happening at the same time as the recording.
That makes more sense, realistically that seems more feasible since like 90%+ of users won't be able to tell the difference or care unless it's really bad. Would be a win win for everyone.
If you do the downsampling right, you won't really notice any downgrade in quality.
The only issue nowadays is that with HD and 4K you need the higher fidelity assets for it to look half-ass decent on TVs and monitors.
Newer games nowadays depending on what they are actually pretty small (for modern standards). I just bought Etrian Oddesy collection on the steam sale and they're all about 1.5 to 2 GB for the three games.
Meshes aren't usually bad on disk space, even high poly count models. Textures on the other hand eat up a ton of space, but even then the actual resolution you need is dependent on how close it gets to the camera, plus some of the maps can get near identical results with reduced resolution but shit like normal maps need resolution.
Consoles, blu ray and digital distribution
Games had to fit on DL-DVD, so depending on the format, 7.8 gb or 8.1 gb, this until 2013, when the xbone happened and both consoles had blu ray and games balooned to about 40gb
Later in the generation as digital downloads became ubiquitous file sizes stopped being tied to physical media and we get to today where games go beyond 100gb
For the record, xbone and ps4 had game discs up to 50gb, the xsx is still 50gb, the PS5 up to 100gb, but as I said it doesn't even matter
I remember thinking Titanfall 1's 50gb was ridiculous at the time.
At least 50GB still could fit on a dual layer Blu-ray disc.
Now every "physical" game requires a 40-200GB download because it can't all be fit on the disc and multi-disc games aren't tenable because games aren't linear anymore.
the most effective piracy protection is to force third worlders to download 150Gb at 250Kbps
Because they stopped putting effort into normalmapping and just leave the polygon-heavy models as-is for the most part. Cheaper to cut out the middlemen in the texturing process than it is to waste a good week or two optimizing a set of assets.
Wypipo can't code