Live data from Hacker News

Faster LZ is not the answer to 150-250 GB video game downloads

richg42.blogspot.com

141–150 of 267 posts

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#141

Game size is a perennial talking point and some games earn it and some games don’t. There was a phase of games shipping with uncompressed audio in every language they support for no good reason that ballooned file size (Titanfall) Some games have gotten around this problem by having higher resolution textures or additional languages being optional installs within whatever ecosystems DLC implementation is. I think thi…

Titanfall shipped uncompressed audio on purpose to cut out audio decompression CPU usage. You can disagree with the decision, but it wasn't an accident or negligence.

Why not ship the audio compressed and decompress it once when the game gets installed?

That wouldn’t help people whose issue with large game size is the amount of space used on their disk, but it would help people whose issue is the long download times.

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#142

Earlier quoted context omitted.

It attracts truly extraordinary talent. One of many examples: https://www.youtube.com/watch?v=eviSykqSUUw . There is more technical ambition in a single slide of that project than an entire department at places I've worked. However, it also tends to demand more and pay less, so there is churn and burnout and when it comes time to triage, the triage can cut very deep. If I were to dive into the JIRA for any one of the…

> However, it also tends to demand more and pay less, so there is churn and burnout and when it comes time to triage, the triage can cut very deep. Yeah, I've often heard that the advice for people who really want to make games is to get some friends together and try to put out something together as a side gig while you work somewhere boring to pay the bills. SWE at a game studio, especially any AAA game studio, is a…

Just trying to maintain 60fps with a mapping Library like OpenLayers is a humbling experience.

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#143
post #12

The Moore's Law is Dead podcast recently did a podcast with an Infinity Ward award-winning effects artist: https://www.youtube.com/watch?v=tmfHxJT1I3I . The crazy thing he mentioned is that if there was zero compression, the latest COD games genuinely had over 1 terabyte of uncompressed assets.

>The crazy thing he mentioned is that if there was zero compression, the latest COD games genuinely had over 1 terabyte of uncompressed assets.

I think what this shows is there should be smart delivery of assets. Before installing perhaps you should be able to choose your graphical fidelity and only download assets related to that fidelity level and below.

This makes manifest building and delivery more complicated, and probably UX too, but I'm sure it's a problem that the infra/marketplace provider (Valve, Epic, Microsoft, Sony, etc.) could solve and make easy for devs.

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#144
post #126

Earlier quoted context omitted.

>immediately have to caveat Yeah, I could've indicated better that I'm talking about on-disk compression of files. >Sony included dedicated compression support in the PS5, licensed from a leading middleware company, specifically to make it easier to use compression in games. Games are using it. Not really if we look at 3rd party games. Jedi Survivor is likely not using that since it takes 147 gigs on PS5 and only 139…

> Not really if we look at 3rd party games. I find this extremely unlikely. The packaging tools by default will compress files when building a package. Decompression is transparent and done by the hardware; the game doesn't have to implement anything or link any libraries. You would have to explicitly select "no compression" during packaging. Warzone definitely uses it - I worked on Cold War, Vanguard, and MW2 specif…

Sorry, the fact that Xbox version is smaller confused me. What might be the reason for Xbox install being 20 gigs smaller than PS5 one given that PS5 compression is generally better?

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#145
post #12

The Moore's Law is Dead podcast recently did a podcast with an Infinity Ward award-winning effects artist: https://www.youtube.com/watch?v=tmfHxJT1I3I . The crazy thing he mentioned is that if there was zero compression, the latest COD games genuinely had over 1 terabyte of uncompressed assets.

>The crazy thing he mentioned is that if there was zero compression, the latest COD games genuinely had over 1 terabyte of uncompressed assets. I think what this shows is there should be smart delivery of assets. Before installing perhaps you should be able to choose your graphical fidelity and only download assets related to that fidelity level and below. This makes manifest building and delivery more complicated, a…

Microsoft already has something like this for Xbox -- you can mark certain assets as not required or only needed for higher-end xboxes or languages.

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#146

If users hate large file sizes, they should just stop buying them. Unfortunately, hitting the bottom line is really the only way to get this resolved.

That seems impossibly black or white. I am not sure there is any product which is perfect in all dimensions. At some point you have to compromise with the state of the world and accept some bad with the good.

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#147
post #144

Earlier quoted context omitted.

> Not really if we look at 3rd party games. I find this extremely unlikely. The packaging tools by default will compress files when building a package. Decompression is transparent and done by the hardware; the game doesn't have to implement anything or link any libraries. You would have to explicitly select "no compression" during packaging. Warzone definitely uses it - I worked on Cold War, Vanguard, and MW2 specif…

Sorry, the fact that Xbox version is smaller confused me. What might be the reason for Xbox install being 20 gigs smaller than PS5 one given that PS5 compression is generally better?

Great question, I’m not sure off the top of my head though. Maybe this is really the annoying copying that ps4/5 do where you basically need twice the disk space when installing https://www.pushsquare.com/guides/why-does-ps5-ps4-copying-u...

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#148

Earlier quoted context omitted.

Titanfall shipped uncompressed audio on purpose to cut out audio decompression CPU usage. You can disagree with the decision, but it wasn't an accident or negligence.

I realize they’re trying to optimize for a wide base, but I have plenty of spare cores to decompress audio, and SSD space is limited. For me, the net result is that Titanfall was one of the first games to go when I needed space. Low hanging fruit. Even if it was deliberate, I have to question the logic and wonder how much usage they enabled vs. uninstalls from file size over time.

You've already bought it, so the game studio got their money, despite having a "bloated" install. So the incentives aren't quite there to reduce the size.

I was thinking about buying Mass Effect yesterday, the recent update, but it requires 150GB and I don't have a Windows partition that big! (I'm Dual booting Linux) So I think money is being lost in people who aren't often gamers and haven't bought big disks for gaming.

Re: Faster LZ is not the answer to 150-250 GB video game downloads

#150

Earlier quoted context omitted.

As I recall, this was a purposeful choice. Titanfall came out in 2014. The minimum requirements were a Core 2 Duo at 2.4 GHz or Athlon X2 at 2.8 GHz. I think that puts it on processors dating back to 2006 or so. Games sometimes have a lot of sound effects. It's easier to stream 35 GB of data from disk than it is to decompress, like, 10 streams of audio at the same time with whatever CPU you can dedicate to audio. I d…

That's like 50 hours of uncompressed stereo audio at CD quality. (2×16bit@44.1kHz) Do games really have that much stuff in them these days? I mean, I wouldn't doubt it, but it's surprising.

Most of it is probably mono, so double the estimate.
Post reply on HN