Compression, rendering and other algorithms that use the processing power of the console rather than then entire ssd storage. This 161gb is so incredibly lazy
It would mean slower loading perhaps but there’s a balance to be struck there. Besides, game being fun has nothing to do with game being high fidelity or huge hard disk space.
Not just slower loading. Less available performance in game.
Every time it needs to load a texture it’s uncompressing it on the fly…. That’s going to take away from CPU and RAM (both the compressed and uncompressed versions will be in RAM).
It is loading them dynamically in the background constantly. If those textures are compressed, it’s doing work to load the compressed version into memory, CPU is reading it out of memory, decompressing it and putting it back in memory, then moving it to the GPU.
It will take 1.5x (assuming 50% reduction in the compressed copy, probably would be worse) the RAM plus the CPU overhead depending on compression algorithm.
That is happening while you’re playing.
Unless at load it is decompressing and storing the decompressed textures on your disk, in which case you need 1.5x (or more) of the original storage to play the game and compressing them in the first place is worse if the thing you’re optimizing for is game size on disk (which is what this thread is complaining about).
I don’t know how much power you think it takes to load and render textures on a model, but I can assure you that as long as you are not running on a potatoe programmed by monkeys slamming a football into a keyboard, it will not significantly impact performance once loaded.
From the games I’ve seen, all of them have used compressed textures. It’s the industry norm my dude. I don’t think I have ever seen an uncompressed dds in the wild
You are confusing compressed textures and compressed files. Texture compression is used to give older hardware a chance to render anything by reducing quality of texture which is stored on the GPU. Yes, it has been industry norm since forever, also, not what we are talking about here.
You really have no idea what you are talking about, do you? There are archives optimized for game asset storage. But even then, yes, there are actually games which do this. Whole of Quake and Doom series (older versions anyway) used zip archives. Source engine also stores its assets in archive. Pretty much every major engine supports one form or another of asset packaging with or without compression. No one saves PNGs and WAVs anymore.
Yea you mean archives, another one of the industry norms? Wouldn’t necessarily call them compressions as the size difference is sometimes insignificant, but I seem to be missing your entire point, what is it? What are game devs doing wrong?
And stop asking stupid questions about “what are developers doing wrong”. Unless I have their source code, I can’t tell, can I? But game size definitely grows by poor optimization which you don’t realize goes beyond including middleware and copy pasting code. From image compression to audio, etc. Never though I’d have to explain that MP3 is smaller than WAV file and that constitutes optimizing an asset, but here I am.
Compression is a thing. But software developers offload their laziness on their users.
Compression, rendering and other algorithms that use the processing power of the console rather than then entire ssd storage. This 161gb is so incredibly lazy
It would mean slower loading perhaps but there’s a balance to be struck there. Besides, game being fun has nothing to do with game being high fidelity or huge hard disk space.
Not just slower loading. Less available performance in game.
Every time it needs to load a texture it’s uncompressing it on the fly…. That’s going to take away from CPU and RAM (both the compressed and uncompressed versions will be in RAM).
It’s not going to be less performance in the game. Once uploaded to GPU texture is ready to be used. Just the loading part would be slower.
It is loading them dynamically in the background constantly. If those textures are compressed, it’s doing work to load the compressed version into memory, CPU is reading it out of memory, decompressing it and putting it back in memory, then moving it to the GPU.
It will take 1.5x (assuming 50% reduction in the compressed copy, probably would be worse) the RAM plus the CPU overhead depending on compression algorithm.
That is happening while you’re playing.
Unless at load it is decompressing and storing the decompressed textures on your disk, in which case you need 1.5x (or more) of the original storage to play the game and compressing them in the first place is worse if the thing you’re optimizing for is game size on disk (which is what this thread is complaining about).
That’s only true if the GPU can fit all of the textures for the whole game in its VRAM, and doesn’t need to store anything else.
What do you think the chances of that are?
It’s not a chance based thing. But sure, sometimes keeping texture in memory is fine.
I don’t know how much power you think it takes to load and render textures on a model, but I can assure you that as long as you are not running on a potatoe programmed by monkeys slamming a football into a keyboard, it will not significantly impact performance once loaded.
From the games I’ve seen, all of them have used compressed textures. It’s the industry norm my dude. I don’t think I have ever seen an uncompressed dds in the wild
You are confusing compressed textures and compressed files. Texture compression is used to give older hardware a chance to render anything by reducing quality of texture which is stored on the GPU. Yes, it has been industry norm since forever, also, not what we are talking about here.
Textures are files. Wth are you talking about, have the game run from winrar?
You really have no idea what you are talking about, do you? There are archives optimized for game asset storage. But even then, yes, there are actually games which do this. Whole of Quake and Doom series (older versions anyway) used zip archives. Source engine also stores its assets in archive. Pretty much every major engine supports one form or another of asset packaging with or without compression. No one saves PNGs and WAVs anymore.
Yea you mean archives, another one of the industry norms? Wouldn’t necessarily call them compressions as the size difference is sometimes insignificant, but I seem to be missing your entire point, what is it? What are game devs doing wrong?
Lack of compression. Hence huge game sizes. Lack of optimization as well.
We already went through compression, that is not the issue as basically every game is already compressed.
Optimization, as I understand usually regards the coding/scripting part of things. That has arguably 0 effect on filesizes.
So tell me, what are game devs doing so wrong they accidentally or through sheer laziness added 100s of gbs of useless data?
Have you ever made a game? Or worked with engine? Wrote code…etc.? I’d hazard a guess no because optimization is not “coding scripting thing”.
Here educate yourself an learn a bit about asset consolidation.
And stop asking stupid questions about “what are developers doing wrong”. Unless I have their source code, I can’t tell, can I? But game size definitely grows by poor optimization which you don’t realize goes beyond including middleware and copy pasting code. From image compression to audio, etc. Never though I’d have to explain that MP3 is smaller than WAV file and that constitutes optimizing an asset, but here I am.