Game File Size

Can someone tell me how one of the best video games of all time can fit inside 3MB but Andromeda the turd takes up 43GB? What is wrong with games? It can't just be the 3D meme.

Even 2D games take up multiple gigs now and are also complete trash. I don't know where I was going with this thread but I'm just frustrated that video games are awful nowadays and it feels like it's because we let niggers and women into the space and give us their dictates.

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1. Laziness
2. Incompetence
3. "It prevents piracy lol"

Yes, niggers are why video games are 50 GB now.

The way texture are rendered nowadays makes 1 texture into 3 for different lighting conditions, character models being really high poly, devs nowadays not caring too much about disk space and not having to fit a game on a DVD meaning they don't have to cut corners and compress audio.

tl;dr
There's more data then there was 10 years ago.

Way back when people used to use tricks to squeeze as much out of every megabyte. Using lower detailed models and higher detailed textures which compress easier, compressing their sound files so they don't take 90% of the size, etc.
This used to be necessary to game development bex

Uncompressed audio and textures. No need to adhere to the space restrictions inherent in old carts and discs. Kill yourself

what's the biggest video game to date ?
I recall gta 5 and COD IW being 60gb but can't think of a bigger one.

Uncompressed video and audio.
It doesn't help digital when internet speeds aren't getting faster anytime soon, especially for people like me who still have near dial up speeds. And it's not like I live in a third world country, I live in northeast Arkansas.

MMOs go above 100gigs

Wasn't the CoD4 remaster 110 gb?

Fuck mobile, you get the idea. Lazy devs and retarded consumers.

That's COD4 remaster + COD IW so it's 2 different games. COD IW is 60 and the other one is 50

Aren't MMOs supposed to run on low end computers?

Well, Call of Duty Black Ops 2 multiplayer is 5.3gb after install. The singleplayer portion is around 8 gigs which is probably really around 10 gigs after install.

Oy, vey, why would you want to compress all those hours of marvelous (((Hollywood))) celebrities VOs, OP?

Working under technological constraints and limitations sometime do teach people how to be resourceful. Meanwhile, while working with plentiful resources is smooth sailing, but it has tendencies to make people become complacent, lazy, and wasteful.


Speaking of dial-up internet. I remembered some funny shit back then, guys would try to get porn pics on screen on schools computer lab, it loads slowly from top to bottom, a pretty face, pair of nice tits, only for the bottom part to reveal a dick. Early modern shitposting/trap?

UNCOMPRESSED AUDIO
It's always uncompressed audio.

Consoletard versions are generally bigger because decompression takes cpu time and blu-rays fit what you need just fine anyway. But then that shit started bleeding into PC with steam users being genuinely worse than consolefags at times and publishers figured out that was one more thing they didn't have to bother with to get the cash they want.

GTA 5 with updates is around 100GB.
t. retard who got jewed into buying the game because of shills and thinking gta 4 being shit was an one time thing

I guess what I'm saying is, if you're trying to fit everything on 3MB isn't that better? In the sense that you're going to have to assemble some fucking top notch coders to slap together something good within that space? Instead of letting nigger tier KFCode eat up all the resources while letting Stacy code the facial animations? Just feels like the culture of waste of computer resources bleeds into the company culture of 'who cares' instead of the way it was before which was performance and efficiency which also seemed to have a good effect on the games themselves. Might be too meta of a view of videogames to take but I think you see where I'm going with this.

I remember reading a comic strip, with a boy trying to download porn. The dad said to the mom not to worry about it because he would be 18 when the picture would be done downloading.

??????????/

Yes, niggers and women are to blame and not the multimillion corporations pushing uncompression to be standardized because it's a time waster and takes effort when they can just release games faster uncompressed. Besides it's a good way to deter pirates, I mean would I waste 50 gigs on a shit AAA games when I can fit 7 good games? I'm sure as hell won't download let alone install MEA when it gets cracked because fuck that, I'd rather fill it with porn or more nip ports

forgot pic

Singular download or do games+expansions count?
X-Plane 10 wants 80gb for the base game but there's a fuckton of add-ons for it too


Not necessarily. Storage limits have never had an impact on the quality of games. Remember the whole industry crashed before games were even 1mb. All storage limits mean is they sometimes need to get creative to shove everything in a tight space.
Also, code takes up very little space. You're conflating optimization with game size. Same with animations. Audio and textures are the storage hogs. Removal of storage limitations means they no longer have to compress them to fit on a cart or disk.

This.

It's better than living in Commiefornia. At least I'm not surrounded by spics and niggers. Unless I go to Jonesboro

We need to implant people with a brain chip that blows up every time they talk about a subject they don't know about.

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I can't even parse what they're trying to claim there.

thats the stupidest fucking thing
wouldn't that make people not buy the fucking thing aswell?

You have to see things from the eyes of an old age jew whose only experience with the internet is facebook. They think all pirates are poorfags with poor internet connections and data caps (which is partially true) but they don't understand lots of their users are the same.

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25gb of that is probably audio files which programmers like to store in uncompressed wav format, which is fucking madness.

The big contributors to the huge file sizes we have today are:

1. High variety of detailed textures
2. Ability to include high-detail character and level geometry
3. Uncompressed audio, which maximizes audio fidelity while reducing CPU burden
4. High-detail FMV.

Much of this is due to current hardware just being more capable and being able to store and present more data than previous consoles. When 3D games are being made, the base assets are often much higher detail than what actually makes it into the final game. Newer hardware allows more ambitious things to be planned and allows less compression to be necessary. We're still largely on the same path with these trends as we were in the PS2 and PS3 days. More detail:

1. The high level of storage available enables developers to have a high variety of high-detail textures, which is easy and effective to take advantage of. Once a base texture is created, it is easy to create a separate variant on it to be used in a special situation. Also, most textures you see in newer games aren't actually made up of just one texture file; they are made up of several layers of textures put on top of one another.

2. Many important characters and objects are originally created at a detail level that is far higher than what ends up in the final game.Increased storage, memory, and CPU capability enables that work to be compressed less and keep more of the original detail. Also, developers can plan for environments that have far more detail.

3. Uncompressed sound is used a lot now because they have the storage space, because it is a higher quality end result, and because uncompressed audio saves the CPU from needing to uncompress compressed files on the fly. Current game consoles have plenty of memory bandwidth but the CPUs are a little lacking, so any effort that frees up the CPU can lead to things like larger levels, more systems, more detailed physics, or more enemies. Also, it's much easier for indie or small titles to just make their music and put it in an MP3 file instead of coding it into MIDI, which would take up far less space.

4. While games are using FMV less and less, some games still use it to cover up loading times for story scenes where something happens that the game engine can't handle natively, such as switching between locations quickly or for a big climactic event. To not be jarring, the file quality has to be really high in order to not be distracting, so if FMV is used today, even a couple of minutes of it will get into the gigabyte range.

does your computer not have a sound card? what kind of computer are you using?!

It's uncompressed everything. Games these days are just too thicc.

Because being smart and compressing shit would take more effort then the little effort they put into the game in the first place.

There was a thread in the past where an user who claimed to work in the industry, said that the main reason they don't use audio and video compression anymore (or pretty much any compression algorhytm at all) is to save money since they don't have to license compression middleware.
Remember all those middleware logos in games from the late 1990s and 2000s such as ADX Sofdec? The main reason games are becoming so huge is because they're not using shit like that anymore.

That's pretty fucked up if true. Especially considering Vorbis is open source I think. Hell, I think id in early 2000s had sounds in .ogg. I would've expected it to be in part some audiophile argument where it sounds 1% different when compressed despite it would cut at least 40-60% of filesize.

That's really stupid if true. There is FLAC and OGG Vorbis and Opus for audio, and GoPro lossy AND lossless compressed AVI for video, as well as several other decent free codecs and containers.

What kind of gondola is that?

Maybe you'd have a point if SSDs didn't exist or weren't so expensive per GB.

Most games come with ALL audio by default. And in the case of Halo 5, Spanish audio. 20 times

Also one thing I heard that really pisses me off. Most companies are going to try and force proprietary storage in addition to filesize bloat.
Fuck you sony fucking 16 gb vita memory kard for like 40 bucks.

Lack of technical constraints. Next question.

Where's the caveman?

99% of the time the weight is from
It already happened back during the first CD based consoles where 95% of the files were either audio or video and in fewer cases textures (prerendered BG games in particular) the main difference is that today the target size is a dual layer BD whereas back then it was a CD/DVD/Dual layer DVD

wew

Depends how you define "a game". If you get a modern Flight Simulator, bare bones it's like 20GB, but if you start downloading realistic terrain for the entire world, you start tacking on dozens and dozens more gigs. It would not surprise me if you could get up to several hundred GB like this.

Heh… Amateur Hour Over Here…

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Actually devs who made games for consoles like the PS3 (like Kojima himself) deliberately used bad file saving formats because it otherwise felt like a waste of empty space and they could actually do it. Now though when ever given the choice devs would rather have uncompressed files like audio and video which doubles the game's size.

if you care about aesthetics that much, why not watch a movie or buy a sculpture?

Sculptures have shit gameplay and zero replay value. They're walking simulators without the walking. They're just simulators

good point
I guess I'm a filthy swampman for preferring minimalism and simple graphics

Operation Flashpoint utilized the .ogg format for some things in their game, just not weapon sounds. They had their own proprietary compression thing for that called .wss

You know not once in all of my years of pirating have I ever decided not to download something simply because it was "too big to pirate".

You're not wrong in pointing those out, but why bother compressing the audio when you have enough space for the install on most computers and consoles, the added benefit of not having to worry about sounds acting different between platforms?

I personally hate the huge filesizes, but I understand the reason why a dev would think that way.

wouldn't it like save more space? like how in SotC there are few textures but are offseted and rescaled depending on which object textures are rendered so they look different

They are going to anti piracy themselves right out of digital distribution here pretty soon.

If game szes are really nig that means you don't have enough room for other games to play instead

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Power of the console equates to the dev team of a game being incompetent with compression.

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Uncompressed audio does it most from what I understand. But, I'd just leave it at a general incompetence.

That article just makes me think of the magazine cover with I think Quake 2 on the cover that says "yes this is actually a video game".

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Just because it also discourages people from buying it doesn't mean it doesn't also discourage piracy.

Was going bankrupt part of there plan?

I'd say since games now are intended to render at 1920x1080 instead of the 1280×720 of PS3/360 it would come with a bigger file size. However Wii U games were all 1080 and I don't think that many ever even went over 10GB. This shit is just laziness because they have access to bigger discs.

The kind of compressed audio he's referring to is something that your CPU would need to decode before turning into proper audio. Think of it like videos in H265x codec vs H264x, you get half the filesize but you need a proper CPU to actually stream the file in realtime.

Lossless compression exists.

And not everyone has access to our wants to pay a fortune for internet services that don't even work half the time, depending on where you live. I know that in burgerland, there are some big cities with really shitty faulty internet.

Yeah, only time it can be a bit of a pain in the ass is if you get an early parted download with like 100 parts. Big fucking deal, otherwise. I have the space and don't have bullshit d/l quota kikery with my ISP.

Why are you using FAT? Just curious.

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As a person who has 100TB of space, I am suprisingly stingy about what I download and keep.
I get upset when I download a 2D game that's pure pixel graphics and is 6GB in size. It's bad enough Hat Fortress keeps getting bigger, I just want enough space for nonsense.

It's not about download being slower, it's about downloading 50 gigs of shit, no matter what it is that's a lot. Especially when you could have one modern triple A game or 10-20 games from 10 years ago which are probably better. see

that really messed up games tbh. some textures are so high quality and detailed lighting maps (characters clothes). then he goes to sit down on a chair that has simple sub-HD textures with sharp corners and a repeating pattern.

a

Even a super-competent team would be faced with trade-offs. Highly speed-optimized code often takes more space, while space-optimized code is often slower. Storing textures compressed is traded off against the CPU time needed to decompress it into RAM every time it's loaded. Money spent on programmable time to squeeze extra polygons into the same machine is money not spent on competent art direction.

(Regrettably, AAA companies consistently pick the wrong direction to optimize on that last point. Or rather, they pick correctly for what's going to get them the most money from bling-mapping obsessed graphics autists and people with pleb taste. If you want to rage, read the part about how graphics and art direction get treated by reviewers here: dinofarmgames.com/a-pixel-artist-renounces-pixel-art/)

In any case, what needs to be optimzed is constantly changing and different parts of systems get faster or slower relative to each other, and one of the most consistently important optimization metrics is money. In the time since Super Metroid was released, storage prices have dropped by about a factor of 60,000x per MB. It would be wasted effort to optimize something that's so cheap, unless you are deliberately trying to seek lower values for their own sake, which is fine, but isn't really a commercial concern.

It's modern devs being retarded, OP. We had great looking games not too many years ago at acceptable file sizes. I'd say the only game that actually deserves to be huge as fuck is GTA V, because it does have a huge map with many details and HD textures, lots of cutscenes, animations and all that crap, so it's 60 GB are sort of deserved.

But most games today? I'd say almost all of them have a bullshit x10 file size than it's supposed to be.

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