Earlier quoted context omitted.
It's true. I've seen tons of games use basically uncompressed audio, badly compressed textures, etc... People often repack video games, making programs to compress and decompress them so they are easier to pirate. It's not uncommon to see a 2-3x reduction in size, for bit-identical results.
That is a little surprising to me. Especially if we are talking about games that are delivered online. Thinking on it, I'm actually only surprised for online delivered games. I don't see any incentive to reduce size on delivered disks. I'd expect that they use a compression that is good for transport, at transport time. I'm not too shocked that they have the assets in a way that is easy to use at runtime.
Faster LZ is not the answer to 150-250 GB video game downloads
51–60 of 267 posts
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#52Earlier quoted context omitted.
Textures are not compressed for size on disk, they are compressed to the format that can be directly loaded into the GPU.
Yes, that's the problem. You can compress them for size at download time, and recompress them to a GPU-optimal format at the time of installation. You may even be able to do it at runtime with modern hardware, shortening loadtimes and sometimes even improving performance indirectly.
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#53Faster internet and cheaper storage is the answer :) Or at the very least just offer two different downloads of the game, one with lossless textures and one with lossy textures...
Guild Wars 2 and others solve this with progressive downloads. You may start playing after a fraction of the content is downloaded. There is effectively no downside: new players can't access most of the content anyhow. It also applies to updates: you can start playing after a big update with a partial download. The background process can be safely interrupted and resumed without glitches.
Enlisted, which uses the same engine, is fine though.
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#54Earlier quoted context omitted.
This feels wrong. In that, I'd be surprised if they are not using compression. I think folks are just drastically underestimating how many resources are under discussion. And how big they are. Heck, just the geometry is probably far larger than folks anticipate.
> This feels wrong. In that, I'd be surprised if they are not using compression. Check this out, you can sort by the number of submissions to filter out indie games https://docs.google.com/spreadsheets/d/14CVXd6PTIYE9XlNpRsxJ... from https://github.com/IridiumIO/CompactGUI
I am kind of curious on why they wouldn't use compression in transport, as it were. I'm still mostly assuming that they do.
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#55Earlier quoted context omitted.
Textures are not compressed for size on disk, they are compressed to the format that can be directly loaded into the GPU.
Yes, that's the problem. You can compress them for size at download time, and recompress them to a GPU-optimal format at the time of installation. You may even be able to do it at runtime with modern hardware, shortening loadtimes and sometimes even improving performance indirectly.
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#56Earlier quoted context omitted.
It's true. I've seen tons of games use basically uncompressed audio, badly compressed textures, etc... People often repack video games, making programs to compress and decompress them so they are easier to pirate. It's not uncommon to see a 2-3x reduction in size, for bit-identical results.
Textures are not compressed for size on disk, they are compressed to the format that can be directly loaded into the GPU.
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#57Earlier quoted context omitted.
This feels wrong. In that, I'd be surprised if they are not using compression. I think folks are just drastically underestimating how many resources are under discussion. And how big they are. Heck, just the geometry is probably far larger than folks anticipate.
Maybe not for that particular game, but a lot of games have been shown to use uncompressed assets. It's not just speculation.
So it’s exactly speculation. A lot of games have done a lot of things for a lot of reasons over the decades.
Why are new games so large? Good question. This entire thread is speculative.
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#58He completely misses the point. Games don't take hundreds of gigs because they have sub-optimal compression. They take hundreds of gigs because they don't use ANY compression. Jedi Survivor takes 139 gigs on Series X and mere 44 gigs on Series S. It didn't come out yet, but I'm 99.99% certain that this difference is just from inclusion of 8k textures into Series X version. That kind of scaling means that they don't u…
If you compress data, it will be smaller and require less i/o to load, so it will load faster. That's ESPECIALLY true on HDDs, but even on SSDs there are decompression algos that run faster than SSD bandwidth. The uncompressed asset cargo cult is hurting everyone who plays their games, no matter what kind of disk they use.
no CPU required
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#59We recently had blog post closely related to the topic: https://ph3at.github.io/posts/Asset-Compression/
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#60To reduce the size, I decided : 1) To use the standard PNG compression. 2) To limit mesh size at less than 300 points for a scene.
- Result : a) File size Check it here : https://free-visit.net/fr/demo01 (pleaseload url twice : I still have a bug)
Question : - why video games STUDIOS do not use this strategy ?