Why is it that modern game devs can't into compression?
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Why is it that modern game devs can't into compression?
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i too have seen this in a popular twitter post! had a good giggle my friend
>Post has absolutely nothing to do with Twitter aside from being the image source
>It's a TCRF wiki screen shot
Why complain?
compression is such a poorgay complaint. If you can't afford a 30 dollar SSD then you can't afford to play video games. Nuff said
This so much this, just buy more product you stupid fricking cattle.
you think the issue is storage space or loading times?
cause those aren't the issue.
The issue is that uncompressed shit bloats games for no reason at all, making them harder to run, cause believe it or not, it's faster to load compressed texture into RAM and decompress them on the fly than it is to load uncompressed textures and have them applied as is.
Google it up, there have been tests done on current RAMDisks(much, much faster than any commercially available SSD) where a game is run first with its assets in an uncompressed state, and then after being compressed, and unsurprisingly, the game didn't load any faster in it's compressed state, but it performed better, with less stuttering and with higher average fps.
fricking moronic thinks engines do the job for you
past a certain threshold(which has already been surpassed with the PS4/SBOX One), decompressing becomes less tasking and time consuming that reading uncompressed files and applying them as is to the scene
I don't want to wait when downloading a game, I can do it once, not twice. And I don't want to select which games to keep on my computer. If I uninstall a 50+ GB game I'm never reinstalling it again.
Better hardware was supposed to let us have more advanced games. Instead it's just giving you lazy pajeets excuses to cut corners. Games from the 2000s are leagues better made than the slop that's pumped out today. We're doing nothing but regressing.
Yeah, but back in the day you had programmers who had to code everything from near scratch and have a good understanding of the process. Today you have Unreal Engine monkeys.
Jew
>buy $30 500GB SSD
>download game to it
>over 1/5 of its space is taken up due to uncompressed textures, sounds, and high-poly models
Cool, I can download a whole 4 (not even) games on it before the space is taken up.
Stop playing goyslop.
I have 15 games installed on a 500gb ssd and i still have half free.
I have 40,000 roms on my SSD. What's your point?
>s-stop playing them
No, frick you. Who the frick are you to tell me to play what I want, homosexual? Okay, and? I have a 4TB HDD with only 1.29TB taken up just for games because of this shit.
>get more storage space
Not the issue when you will run out of vram because games are 200gb.
games can be a 1tb. doesn't mean it'll use all the vram.
games are also huge because redundant assets for platter drives, but the fact is that a game using compression will also end up using less vram
>doesn't mean it'll use all the vram
It does if GPUs are shipping with 8gigs and the games require 16gigs for 1080p
turn down the graphics. problem solved.
>spending your money makes you wealthier
I can afford a 30$ SSD that doesn't mean I will buy one. Maybe game publishers should stop getting head under the desk from western digital
>You WILL download the 500 GB games
No
Don't you just love how it's always the fault of the individual and never the company?
>in the 70s it was because the individual wasn't consooming enough
>now it's a problem because the individual is consooming to much
>What's that? Release actual good generation lasting products? What about my profits, you mongol?! You should buy more shitty products so I can shame you that you're applying the only choice you have.
Yeah... no. Go frick yourself, if you don't have standards things will only worsen.
Leave the corporation alone....
Shit anon... you're right, they're hurting. Maybe I should give them more of my data as compensation.
All jokes aside I really want to learn why consooomers don't want even more mileage out of their product? Congrats, you bought a 2tb ssd and can fit a whole 7 games in the year of 202X. Why would you actively fight against the possiblity of holding 10, or 14, or 30 games that have been optimized?
No
They don't care because they're both incompetent and on a tight deadline, and publishers figure that you'll have to delete other games to make room for theirs anyway.
As long as people don't get vocal, nothing will change.
That's the problem, gamers, much like the Reddit blackout, don't really give a shit other than "is my product/content ready to be consooomed" look at cybercuck2077 for example. One animoo and suddenly it's redeemed? Fricking cattle the whole lot of you
>"I know what this texture was intended for so I am solving the problem I have identified and will call them idiots"
Also he can eat shit for being smug about it.
i am pretty sure that every engine does compression
What? No, engines don't compress assets or code for you. That'd be a fricking nightmare. They just compile that shit.
>What? No, engines don't compress assets or code for you
UE4/5 automatically Oodle compress all assets, with your choice of on import or at compile
Unity automatically LZ4 compresses things with choices for Oodle with a plugin
They don't care because they can just tell people to buy more hardware to make up for their incompetence.
Because AAA vidya exists to sell hardware, and this includes SSDs.
Shit is bloated and poorly optimized? Stop being poor and buy the latest [hardware] to solve the issue.
This. It's pretty obvious if you think about it.
fricking lmao
and anyone will still deny that israelite shills roam here 24/7
They don't compress shit because consoles suck shit and they want to remove as much processing time as possible. Decompressing files is waste if you can just store it decompressed.
All this talk about compression. Why is it so big to begin with?
probably some moron graphic designer had the knobs turned up too high and didn't even check the final file size
It's standard game dev pipeline to work with Targa or Tiff format, depending on bit depth needs.
images can store their information in different ways. some forms store literally every pixel's RGB values, while others use various tricks to convey the same information without using so much storage space.
Have you ever tried compressing a shit ton of image files? At a certain point the compression is a waste of time that doesn't actually reduce the file size by much at all.
>At a certain point the compression is a waste of time that doesn't actually reduce the file size by much at all.
Do you save all of your images as uncompressed bitmaps?
hardware is powerful enough that even the most moronic of "game developers" can make a game so the floor for making a game in the first place has drastically decreased, not to mention the popularity of unreal and unity contributes to this issue
plus the developers who could actually optimize for shit left vidya and work in other fields with 0 intention to return
>diversity hires and outsource pajeets have no idea what they're doing
>suits think it's an anti-piracy measure
>also suits like it because the less HD space you have means it's less likely you'll install or play competitor's games
basically typical corpo sociopath shit. TCD
And the network israelite profits as well from you having to re-download 150gb if you want to swap out games
Do you have data caps or something?
Is this 00's?
nta, but some companies are just shit, it really doesn't matter where you live. I've had Cox for years and recently switched fiber. My speed literally doubled for cheaper. Cox limits speeds every now and then or will outright block packages from downloading and it was $80/ month. Some ISPs are fricking israelites.
>wiki article written like it's from a teenager
kill
It's way funnier when you realize that AAA games ship with 4k textures and are 150gb, but they also don't run at 4k native.
Very funny indeed.
this, they could easily run at native 4K if devs spent a tiny bit of time compressing and optimizing their games
because current devs think that games running at 4K = ALL and ANY textures need to be 4K or higher, even if it's just a button icon that will never appear bigger than 256x256 on the screen, meaning it only needs to be 512x512 at most to look as crisp as it can be on a 4K monitor
>bro just compress it ignore anything claude shannon said bro just compress it everything compresses you can totally keep compressing a zip file down to 0KB by zipping it again that's how it works bro
Is here a software engineer present?
both audio and textures are to blame for ballooning file sizes
modern developers don't use any compression tech for their assets because it takes longer for them to push updates as a result
they don't even use the compression tech that's baked into the new consoles
anyone arguing differently is either a nu-developer or a homosexual apologist and cannot prove otherwise
uncompressed assets are a feature!
4k textures and video are actually 4 times larger that before (so 20 gigs becomes 80 gigs). Combine that with the fact that dlc is included with the game's new patch so you don't have to download it when you buy the dlc instelf makes games even bigger. Lastly is the unironic laziness of just having all audio options included with the download by default
The problem is people like 2nd post who believe that compressing assets ruins the quality. Those morons would rather have a 200GB vidya in 4k they play for 5 hours then delete and redownload every time there's a minor patch, than storing it longterm with assets compressed to 10GB with an unnoticeable quality hit. They can't think logically or make rational decisions. Muh poorgay argument. Enjoy redownloading your bloated 30-250GB vidya and 80GB movies every time you want them and delete again.
>30 dollar SSD
lmao kys
if the image is 142MB then how come your image is 90KB?
it don't add up
smartest anon itt
it's a PICTURE of it
like a PICTURE of your mom isn't 80 terabyte
because OP's picture is compressed which means they removed all the little gaps between the electrons to make it smaller
If HACKERS can make full featured games that fit into 4kb, so can they
Because the two big game engines, unity and unreal, are massive bloatware that devs do not learn how to optimize.
Other of those engines have automatic compression for textures, try again nodev.
Both engines automatically compress to DXT formats on import of textures, then further use Oodle or LZ4 to compress furhter on compile. Please you dodev dipshit, post like an expert again.
First game I ever put online with Unity was 22MB when zipped up. I could probably have cut more stuff to compress it more when building it though. Not too bad considering most of it is in the engine base
Modern devs are morons who don't know anything about optimization or compression because modern hardware and engines have allowed them to get away with being lazy and simply blaming the consumer when things don't run well. Its that simple.
Modern devs were also amaized by tears of the kindom physics like ps2-4 didn't had any
Since everyone in here is a child and has no practical experience:
Textures need to be present in multiple resolutions as mipmaps. They can be compressed, but decompression takes a lot of calculation power. Storage and RAM is simply cheaper and easier to upgrade than getting a new CPU or GPU is. Arguably, you could segregate the different resolutions and deliver different packages for textures, but this requires substantial effort in CI/CD and engine changes to support this. Additionally you have platforms like xbox and playstation where you would have to repackage textures as extra DLC.
However do you really want a 80GB gamer that just constantly stutters and takes forever to load on a modern system, versus just grabbing a 2 TB SSD for almost nothing with a 140GB download? Probably not.
Nice try, but once upon a time devs worked magic to fit hella games into tiny cartridges and CDs. Modern game devs are just big wimps who don't bother getting good at their jobs because they get away with being lazy.
Your argument might hold up if texture compression actually took that much processing power, but it doesn't. Get a fricking clue before you white knight these incompetent devs, moron.
Agreed, you were very limited in space to fit something on a cartridge or disc that was probably only megabytes which is nothing compared to today. Sure times change, but there was a lot of work that had to be done to fit that entire thing on a chip.
And modern games are buggy clitchie unplayeble mess
I mean, most older games aren't perfect, but I do feel like it's been very emphasized for the past decade or so.
>just grabbing a 2 TB SSD for almost nothing
2tb SATA ssd costs about 1/3 of the average monthly salary here in my slavic hellhole. Good Nvme m2 is even pricier, up to 1/2.
>They can be compressed, but decompression takes a lot of calculation power.
This isn't true at all. There are many data compression methods that are designed for rapid decompression.
Consoles are already struggling to maintain 30fps without stuttering, you still want the cpu to be decompressing assets on the fly?
>you still want the cpu to be decompressing assets on the fly?
Yes. This wouldn't be a problem at all.
Concole chug on 30fps because not enough frame buffer
These kinds of threads are always populated with midwits who never got past hello world in C#, but like to watch source code comment videos on Youtube, laugh at diploma memes even if they can't read the code and think that fast inverse square root is the holy grail of programming. The same kind of morons that are scared to touch Linux and would tell me to "stop gatekeeping programming" if this was any other website. Insufferable.
Congrats for continuing absolutely nothing to the conversation at hand, morono. Besides impotent seething, of course.
Just wanted you to know that I know what you are.
You're here with me, Black person. I know what you are too.
I think I have like 40 hard drives just floating around with roms, videos, pics, etc. Few I've actually bought mostly have them from junked equipment and work. None of it is expensive but are you guys just unemployed?
Elden Ring is the most guilty of this.
huh?
>48 gigs
oof. even japanese devs dont compress anymore
You mong 48 gigs is a sign that it was compressed compare it to 150 gigs or 300 gigs CoD warzone and it's light and day diffrence
That probably is compressed.
Because video game developers just don't care. They're the slackers of software development, after all. Hence all the shrieking about "MUH CRUNCH, NYOOOOOO IT'S NOT FAIR" even though any other job in the world has similar periods where suddenly you have to crunch down and work your ass off to get the job done in time.
>MUH CRUNCH, NYOOOOOO IT'S NOT FAIR
you know the thing is that usually game development goes like this:
>slack around for 4 years, doing jack shit and wasting money, changing game concept on the fly or some other bullshit
>publisher decides put their foot down and forces the team to actually do something
so idk why they even cry about crunch, it's not like you can't make a good game within a short time period, especially if you're making a sequel to an existing game.
I can't speak to every game engine but I know Unreal compresses files when the game is cooked for release.