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

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

#261
post #58

Earlier quoted context omitted.

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.

if it's on a modern SSD you can DMA it directly into the GPU no CPU required

Turns out a sata storage controller can do that too, Microsoft has been adding support for that too.

GPU decompression is also a thing though, so compression is still a way to save I/O.

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

#262

Earlier quoted context omitted.

> Considering between then and now, we have much prettier looking games that do NOT require ray tracing for their visual effects (and can run on much fewer CPU cycles), thanks to much more "clever" techniques and algorithms (DoF, bloom, subsurface scattering, PBR, etc), and if it weren't for the RTX graphics cards setting the precedent, there would probably be more research into making things prettier without having…

There's a good breakdown from one of the Lumen devs for more detail on how it came about: https://knarkowicz.wordpress.com/2022/08/18/journey-to-lumen...

That's really interesting, although it goes way over my head. :)

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

#263

Earlier quoted context omitted.

When optimizing load times, it’s usually console that’s the benchmark. PC is assumed to have faster or equal hardware so they optimize for the lowest denominator. Consoles aren’t PC’s but they are very close. They lack some instructions while gaining others. I can’t speak on current gen consoles but older ones like the Xbox 360, only could handle zip format and at a slow pace. You could show a loading screen while yo…

It does vary a bit. One exception is that current consoles guarantee fast SSDs and DMA to GPU, which can't be said of PCs.

It was SONY marketing bullet point "Can the Slowest PS5 SSD Upgrade Run Ratchet and Clank: Rift Apart?" https://www.youtube.com/watch?v=zWQs4UpiKlg

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

#264
post #225

Earlier quoted context omitted.

I'd rather have more RAM in the GPU and give up the ray tracing hardware. The real problem in the industry is that GPUs are not getting cheaper. It cost about $250 for an 6GB NVidia 1060 in 2016, and it costs about $250 for a basic NVidia card today that can do slightly better. Meanwhile, people are buying $100 WalMart laptops and trying to play games on them.

You can buy RX 6600, which is roughly 2x faster than 1060 and has 8 gigs of VRAM for 200 dollars[1]. If we take inflation into account, 1060 did cost around 300$ in today's money. So basically you are getting 30% more ram and 2x performance for 30% less money. In other words you are getting performance 20% better than GTX 1080 for 4x less money(launch price of 1080 was $600). And it uses less energy too, so TCO diffe…

Yes, Radion seems to be cheaper than NVidia right now. The cheapest board on NVidia's site is now $249.[1] It's an MSI RTX 3050 with 8GB of memory.

[1] https://store.nvidia.com/en-us/geforce/store/

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

#265

Earlier quoted context omitted.

Saying "They take hundreds of gigs because they don't use ANY compression." is absurd when you immediately have to caveat that codecs like BC7 are used for texture data, which makes up a large portion of the shipped data. 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. I don't know why y…

>(the most important thing, since raw assets often load faster from an SSD as long as you have available storage.) >You can argue every single file should be compressed at rest on persistent storage after install, but that's a losing argument. People really hate longer load times, so compression at rest is only appropriate if it improves them. Is this really true? I feel like you'd need an absolutely blisteringly fas…

Turns out you need several cores to match SSDs now, so it's actually quite hard to match them.

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

#266

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.

I think their point was more on the "uncompressed _in all available languages_"

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

#267
post #65

Earlier quoted context omitted.

The design of ArenaNet's GW/GW2 has always impressed me. 99.4% of all of the game is contained in one file: GW2.DAT, which is (currently) 66.7 GB. I/O for updates is extremely efficient. I've seen many games create a vast file system mess, and they're forever plagued by "corruption" or something, complete with "fix" tools, "cache" clearing push-ups and players reinstalling after big updates that don't install correct…

> I/O for updates is extremely efficient. This happens to touch upon a pain I keep getting with Steam. Games like squad keep getting tiny patches (compared to the whole game size), which is great, until you see that steam needs to read and write the whole file again to finish the patch. It's not as simple as their "dumb allocation wearing out SSD" problem either -- there's no API to do this anywhere unlike the common…

I suppose there's always the approach of running the thing like a DB, as in you don't care about the representation of data being the same and liberally mark parts as "unused", compacting once in a while. But then the integrity check & delta update code of your distribution platform needs to understand that too.

You wouldn't even need Linux extensions for that. You just do it like ZIP (or multisession CD-R, whatever) and put a new directory at the end. Just don't ask about streaming.

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