Games

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Related communities
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Video games
Generic
- !gaming@Lemmy.world: Our sister community, focused on PC and console gaming. Meme are allowed.
- !photomode@feddit.uk: For all your screenshots needs, to share your love for games graphics.
- !vgmusic@lemmy.world: A community to share your love for video games music
- !freegames@feddit.uk: A community sharing free games giveaways.
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view the rest of the comments
They optimized for things other than install size. Optimization is often choosing one thing at the expense of others.
they optimized for least effort.
Pray tell, how do you think "they" should optimize game assets? People who have zero experience in game development love to talk about "optimization" like it's a slider in the options or some challenge that can be solved by throwing resources at it. Modern compression algorithms like Oodle are about as performant and artifact-free as mathematically possible. Everything beyond that is a trade-off between quality, size, and performance.
But are you thinking about it in abstract? Would you prefer a game to have occasional pop-in, stutter issues, and CPU spikes in exchange for a smaller size?
(edit) Before you say it, I know there are relatively low-fidelity games that run like ass. Those are usually caused by poorly written game logic or shader codes, which can be refactored, but won't have an effect on file sizes.
Hey, listen to OP and turn your file compression spider up at least 50%
I remember jak and daxter being amazing because they optimized to not have loading screens (unless you teleported). First time I remember that in a 3d game
edit: it stays :3
Do you need to take any precautions around the file compression spider?
just don't leave any important paperwork around it or you'll have to go hunting for it on the web.
When time is money, optimizing for time is a worthwhile endeavor. 6+ year dev cycles aren't something anyone wants. But realistically, large file sizes probably aren't going away with more dev time.
6+ years dev cycles is something I am comfortable with, because I want something done well, and if it's something big enough (like Cyberpunk 2077 or Baldur's Gate), then of course it will take a long time, even with big ~~command~~ team
But I still haven't figured out another end of such a deal: how to keep all the ~~command~~ team members alive, fed and comfortable for this long time? Buying a game once, even multiplied by whatever-count-of-copies-they-have-sold-for-now, doesn't give a guarantee that all those people have enough money to just keep creating something exciting for as long as it takes