• Jamie@jamie.moe
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    1 year ago

    I know storage is cheap, but nearly half a terabyte? I’m already giving any game the side eye if it takes more than 50G of space on a disk, let alone nearly 10x that.

  • Daxtron2@lemmy.ml
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    1 year ago

    I don’t get why modern AAA refuses to compress / distribute lower storage requirement assets.

    • doggle@lemmy.dbzer0.com
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      1 year ago

      It’s hard and it particularly slows down the asset production process which is already a disproportionately slow and expensive part of development. Way easier to let the artists go apeshit exporting everything at 8k and a billion polygons because storage is cheap in a production environment.

      Compression could help in theory, but then you’d have to decompress assets on the fly which takes a significant amount of processing power. The industry is trying to reduce the latency of getting assets into memory, compression would be moving the other way from that.

      If you’re conspiratorially minded then you might also conclude that it’s to prevent people from having another major live service game installed on base model consoles, making you more likely to keep playing the one you’ve already installed. A kind of walled garden effect.

      • Daxtron2@lemmy.ml
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        1 year ago

        I mean I get that decompression can be expensive, but there’s nothing stopping them from having a base version of the game with smaller lower quality assets and allowing players that want to download the huge assets do so with a free dlc. Many games have done this in the past.

  • ColdWater@lemmy.ca
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    1 year ago

    Better hardware make gamedevs more lazy, remember when they managed to squeeze a game with 3d+music into a CD? (Lego island) now 100+GB for a below average and unfinished game, back then if you have mid even low end PC you can still enjoy most if not all the games (1990-2009) ever released now devs just know everyone have high end PC to play their 10 minutes games before you got board and play solitaire instead

    • DumbAceDragon@sh.itjust.works
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      1 year ago

      remember when they managed to squeeze a game with 3d+music into a CD? (Lego island)

      Back then a CD had about as much storage as your entire hard drive. Also, lego island isn’t really a AAA game. A AAA game from 1997 would be something like final fantasy 7, which came on two whole CDs. Drive capacity hit a boom around the 2000s and 2010s, and only recently have AAA games been catching up.

      People always want to blame this shit on game developers being lazy, and they’re not wrong that a lot of AAA games are bug ridden messes designed to please shareholders. But games are getting more and more complex, and these developers are being forced to work under strict time constraints.

      That doesn’t mean there isn’t room to improve. Maybe offering different download options depending on your storage needs should become a common practice (iirc some games used to do that back when internet bandwidth was limited).

      • pascal@lemm.ee
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        1 year ago

        Final fantasy 7 was 3 CD on PlayStation and 4 CD-ROMs for the windows version.

        I know, I was there.

          • pascal@lemm.ee
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            1 year ago

            Oh I remember that, the Linux installer was included on the CDROM, it was very unusual for that time!

            • Karyoplasma@discuss.tchncs.de
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              1 year ago

              Yeah, it was one of the few games that actually shipped with Linux binaries. Also after like 8 months, they released a huge update with some 10 new maps, new characters and a new game mode as a free download instead of calling it a “DLC” and charging money for it. Back when games were actually made to be played instead of being a marketing platform.

    • notepass@feddit.de
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      1 year ago

      Tho shit has changed since then. The quality of audio and video has increased. Especially on the visual side this takes a lot more storage. More polygons and more pixels equal larger size.

      Also, if I remember correctly, data is often stored in multiple places to make it more efficient to read it from BluRay or HDDs.

      Tho, with SSDs now in everything, the second thing will probably die out.

        • GreenMario@lemm.ee
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          1 year ago

          You can only optimize 4K textures so much that they drop right back to “FHD” or sub HD quality. 4K is big.

  • Zerush@lemmy.ml
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    1 year ago

    Games which needs a NASA computer and a half Google server to play it with more than 15 FPS are not necesarly better as some 15 years old games for Win XP, they only have somewhat better graphics.

    Remembering old Games, like Black Messiah or Tomb Rider from 2013, which work at >30-50 FPS with a few Gigs HD and less than 4 Gigs RAM, apart of having very good graphics.

    New games often also are badly optimized, needing way more min sys specs as needed for the quality they offer.

    Someone remember the game kkrieger? A short 3D FPS in a single file with only 96 KB, that is art. It can still be downloaded (abandonware, Windows)

  • MonkderZweite@feddit.ch
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    1 year ago

    Do deduplicating filesystems do bit-level deduplication? Wouldn’t change unoptimized media, but still curious, what the difference would be.

    • You999@sh.itjust.works
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      1 year ago

      ZFS will do block level deduplication but requires a large table be stored in ram. The issue arises that the cost to increase your ram to keep up with that table size usually ends up being a lot more than just adding more storage.

      I do believe most games have an inflated size due to uncompressed assets being included which a file system level compression could help with so long as you have the CPU to spare.