>we're actually starting to reach the point where games are as big in GB as they were ~20 years ago in MB
How did this become acceptable?
>we're actually starting to reach the point where games are as big in GB as they were ~20 years ago in MB
How did this become acceptable?
>higher quality assets, cutscenes and audio take up more space
wtf this doesn't make any sense
woah
it's almost like 4k textures are large
XD
>download movie disguised as game
>wtf why is the file so big
stop playing movies
>only movie games have cutscenes and 4k textures
what
SEETHING SNOYBOY
You should be asking why remasters and re-releases of games that were 2-4 GB large are now suddenly 30-60 GB large
Movies are way smaller than games at this point though?
It isn't. Faggot devs simply don't bother to compress and optimize anymore.
fpbp
>what is compression
>being forced to download 4k textures when you are playing on a 1080p monitor
>sound is not compressed either generally
>five different models of every modeled object because LoD is hard and why don't procedurally when we can do it easily?
nah man I'm pretty sure it's because devs are lazy and consumers are too stupid to care about this shit
>4k textures
retard
4K resolutions have four times as many pixels to push as FullHD did. The size of video content and textures increases accordingly. Now remember that the industry already outlined 8K and makes panels for it - it's four times 4K. You will need more storage space, memory and bandwith to keep up.
Yes, and HDDs have just as many GB as they had MB back in the day. Same with connection speeds. As games were 100MB I downloaded with 56 KB/s, now I download with 20 MB/s. I have 5TB HDD storage in my PC along with a 500GB SSD. A 100GB game isn't bothering me. What exactly is the issue? 20 years ago you could've complained about games not fitting on floppies anymore as well.
Fucking this. Wolfenstein The Old Blood weights like 36GB, it's like 6 hours game, compare it to MHW which weights like 18GB.
The compression argument is moot as the 1080p textures were already compressed. The ratio does not change unless a new standard comes along (which in case of movies does exist in the form of h265 but for textures there was no change).
It used to because devs were too lazy to encode their audio/video, but we now we reached a point where hd textures are simply too large.
woah im too stupid to care about downloading for another hour
Anyone that isn't Nintendo doesn't bother to compress their games because no one seems to care since people seem to equate "big file size = big game me so smart"
>game is over 100gb large
>it's a bunch of uncompressed cutscenes in every possible language available
every time.
>mfw my linux laptop with decade old hardware runs faster and smoother then my gaming rig with 8 cores and 16 gb of ddr4 ram
this. delete the hd audio and cutscenes from your game folder and it'll be maybe 15 gigs left maximum. nobody compresses their shit
>implying devs are going to waste valuable cpu that could be used for post process effects to cover up shit rendering on decompressing textures
some of us own more than one console title at a time and like to keep all of our games installed without buying a new 1TB drive every two months.
Division 2 will be 100GB
Man i remember discovering roms and seeimf how small they were. I am fortunate to have a good internet speed with ethernet of course but how many people in many countries or parts of America are not as blessed as me
For instance I downloaded Call of Duty 4 remastered on PlayStation Plus and it was about 75 fucking gigabytes and it took me about an hour
These Western developers really need to do something about their games
The new Hitman game is over 100GB and there's really no reason why
You don't have to decompress textures, they are used compressed, dipshit.
baby penis
>How did this become acceptable
storage is becoming cheaper and cheaper
>NES - 4kb RAM total/40kb games gives a 1:10 ratio of memory to rom size
>X1X - 9GB RAM total (for games, other 3GB for the OS)/50GB games gives a 1:5.55 ratio of memory to rom size
I don't know, sounds like we've been getting more efficient if you ask me
I think with next gen consoles, hell they could probably patch it into current gen ones if they wanted, should have install options. Leave out things like 20 different languages you don't need. Would cut down on some file sizes.
Capcom games are reasonable sizes.
Cutscene, Audio and textures. I rarely playing cinematic games though so i don't really care.
modern digital cert processes are causing this kind of bloat. Instead of doing a cert for every individual language version, they just roll it all into the same version and set the default language by region. It's extremely wasteful.
>Everyone saying you can compress cutscenes when almost every game these days use the game’s engine to make the cutscene.
Kek
do you know what data compression is? just because you can decompress during runtime doesn't mean it's not compressed data. if it's compressed data it's no longer in a format that complies with whatever texture format you're using. it is literally different at a lower level than if it were uncompressed.
Based froggy poster.
Which again is irrelevant for the argument of file size. If you compress a 1000 by 1000 texture at DXT5 and then compress a 2000 by 2000 texture at DTX5 you get the same relative increase of pixel count thrown onto file size, which is the factor 4. What the hardware does at runtime to handle the compressed texture is irrelevant for the filesize argument. As I said, the texture compression standards did not change, unlike video encoding to make 4K and higher a viable choice. Mind you, that means they have to deal with decompression becoming more costly but as with the GPU there will be a dedicated pipeline to do nothing but that, wich in return removes the performance impact at runtime or on the user.
I am pretty sure the dedicated gpu pipeline features a lot of newer cards have are for compression in memory. afaik devs make no efforts to compress textures for effect in file size, which is what I've been trying to say this whole time. Maybe that's just a trade-off thing (I admit I don't know that much about the process), in which case I'd still prefer reduced disk space usage since them shits cost way more than memory does.
No professional studio ships uncompressed textures - the performance impact would be huge, you'd not get decent frametimes and extreme inconsistiency when the camera moves. Runtime compression is only viable for dynamic content that can be precompiled, such as web content and 2D GUI.
You seem to assume a game retains all textures in VRAM at all time - that's not the case. It swaps them out by unloading and reloading them from RAM, which is why you see pop-in and texture streaming so much. For this very fact having already compressed textures is vital - without the game would constantly freeze when the player walks from one area to another and compression needs to go through first.
>No no! Ps4 fans are the worst fanbase!