• he/him

I occasionally write long posts but you should assume I'm talking out of my ass until proved otherwise. I do like writing shit sometimes.  

 

50/50 chance of suit pictures end up here or on the Art Directory account. Good luck.

 

Be 18+ or be gone you kids act fuckin' weird.

 

pfp by wackyanimal


 

I tag all of my posts complaining about stuff #complaining, feel free to muffle that if you'd like a more positive cohost experience.

 


 
Art and suit stuff: @PlumPanAD

 


 
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UnregisteredHyperCadence
@UnregisteredHyperCadence

no i will not dedicate 100+ gigs of ssd space to Bethesda game

it could be the best game ever made for all i care, if you can't respect my drive space, i'm not installing your game


Lizstar
@Lizstar

It genuinely feels like cost cutting laziness

I've seen people defend it for stuff like Baldur's Gate 3, going "Well it's a 40+ hour game, that's so much content! Plus voice lines and stuff!"

Mother Fucker, games weren't always like this. Persona 3 was 80+ hours and it was like a gig big. I've spent 3000 hours on EU4, and that's 6 gigs. Ogre Battle 64 is 50+ hours and that's like FOUR MEGABYTES. Why are we allowing games in the past year to not respect our drive space?


plumpan
@plumpan

I was looking at wipeout 3's files the other day and there's MAYBE 100 megs of actual game data in there, everything else is raw audio tracks and intro videos to fill out 600 megs or so. I think most of the big multi disk JRPGs are similar: miniscule game data and most of it is just video.

So what about modern games? I think most cutscenes are pre rendered now, does the actual 3d asset data take up THAT much space? Is it textures? Is it high quality audio files? What in the world are they doing that games take up so much space?

I would not be surprised if it's marketing at this point. Easiest way to get people to talk about your game is to make it fucking huge.


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in reply to @Lizstar's post:

hell, not just our hard drives, but our internet bandwidth as well; not everyone lives in places with decent internet! sucks a lot to finally download your 100GB game and one day be stopped because there's a 10-20GB patch.

I've already cleared out the drive space, and I'll be trying it out on Game pass, cause I ain't paying $70 Buckoids for a Bethesda release.

I do however agree with you on the drive space issues... Some people suggest that these games at least in part are being made so LARGE intentionally to force you to uninstall games and play theirs more.

I think it has less to do with cost cutting laziness and more to do with the fact that the entire industry is basically propped up on two general-purpose IDEs. If I create a new project in Unreal Engine, it's drive print is 8gb before I add a single mesh or character controller. There's so much there that I either won't or can't utilize, and stripping it all out for parsimony is likely to break more than it would improve. Of course Ogre Battle is leaner in all it's 65c816 asm sweetness, but at the end of the day it can only ever be Ogre Battle. If I'm making a tactical deck-building hentai fishing simulator in Unity and I feel compelled to add a fifth overlapping magisterium of cosmic horror, the net impact to my installation footprint is precisely dick.

Something I've noticed in the past few gens is a bunch of games that, if you isolate the gameplay assets, they are relatively small, but then you add in stuff like the prerendered CG cutscenes or the soundtrack and the filesize balloons 100x. One egregious example is FF7Remake which is 100GB and at least 70% of that is a few prerendered CG cutscenes. Not only did they not compress them at all, but also there's 4 different video files for each cutscene because they rendered different lipsynchs for each language with voice acting. I would at the very least like to have an option to only download the ones for the language I want, rather than all of them.

I wonder how much of that disk space is texture made extra detailed for 4k screen and if they could move that to a free downloadable content so you could choose half resolution at a quarter of the size

in reply to @plumpan's post:

a little of that is limitations inherent to the PS1. it only has 2 MB of system RAM and another 1 MB of video RAM. Even Crash Bandicoot 1 couldn't hold an entire level in memory at one time. But audio and video don't really hit memory for long, I think (uncompressed) CD audio doesn't need to hit memory at all and streams directly to the DAC for playback, and video only requires minimal processing (really basic compression) on its way to the screen, it's hitting the absolute limits of bandwidth from disc to CPU to screen though. So there's much less constraint on the size of those assets.