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Helldivers 2 on-disk size 85% reduction

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Re: Helldivers 2 on-disk size 85% reduction

#121
post #29

My takeaway is that it seems like they did NO benchmarking of their own before choosing to do all that duplication. They only talk about performance tradeoff now that they are removing it. Wild

It's pretty standard to do that duplication for games on CD/DVD because seek times are so long. It probably just got carried over as the "obviously correct" way of doing things, since HDDs are like DVDs if you squint a bit

The game does ship on disc for console, no?

Re: Helldivers 2 on-disk size 85% reduction

#122

I love Helldivers 2, but from what I can tell it's a bunch of enthusiasts using a relatively broken engine to try to do cool stuff. It almost reminds me of the first pokemon game. I'll bet there's all sorts of stuff they get wrong from a strictly technical standpoint. I love the game so much I see this more as a charming quirk than I do something which really deserves criticism. The team never really expected their g…

The game is often broken but they’ve nailed the physics-ey feel so hard that it’s a defining feature of the game. When an orbital precision strike reflects off the hull of a factory strider and kills your friend, or eagle one splatters a gunship, or you get ragdolled for like 150m down a huge hill and then a devastator kills you with an impassionate stomp. Those moments elevate the game and make it so memorable and r…

I think it has the best explosions in any game I've played too. They're so dang punchy. Combined with their atmospheric effects (fog and dust and whatnot) frantic firefights with bots look fantastic.

Re: Helldivers 2 on-disk size 85% reduction

#123

Earlier quoted context omitted.

A lot of people in the comments here don't seem to understand that it is a relatively small game company with an outdated engine. I am a lot more forgiving of smaller organisations when they make mistakes. The game has semi-regular patches where they seem to fix some things and break others. The game has a lot of hidden mechanics that isn't obvious from the tutorial e.g. many weapons have different fire modes, fire r…

considering it still cost 40$ for a 2 year old game, i think they are way beyond the excuse of small team low budget trying to make cool stuff. They have receive shit tons of money and are way to late trying to optimise the game. When it came out it ran so pisspoor i shelved it for a long time. Trying it recently its only marginally better. its really poorly optimised, and blaming old tech is nonsense. People make mu…

What does the age of the game in years have to do with anything?

A fun game is a fun game.

Re: Helldivers 2 on-disk size 85% reduction

#124
post #3

it seems wild the state of games and development today... imagine 131GB out of 154GB of data was not needed....

The whole world took a wrong turn when we moved away from physical media.

The (de)-optimization exists, essentially, because of physical media.

Re: Helldivers 2 on-disk size 85% reduction

#125
post #99

Earlier quoted context omitted.

I don't think this is the real explanation. If they gave the filesystem a list of files to fetch in parallel (async file IO), the concept of "seek time" would become almost meaningless. This optimization will make fetching from both HDDs and SSDs faster. They would be going out of their way to make their product worse for no reason.

>If they gave the filesystem a list of files to fetch in parallel (async file IO) This does not work if you're doing tons of small IO and you want something fast. Lets say were on a HDD with 200IOPS and we need to read 3000 small files randomly across the hard drive. Well, at minimum this is going to take 15's seconds plus any additional seek time. Now, lets say we zip up those files in a solid archive. You'll read i…

I haven't found any asynchronous IOPS numbers on HDDS anywhere. The internet IOPs are just 1000ms/seek time with a 8ms seek time for moving from the outer to the inner track, which is only really relevant for the synchronous file IO case.

For asynchronous IO you can just do inward/outward passes to amortize the seek time over multiple files.

While it may not have been obvious, I have taken archiving or bundling of assets into a bigger file for granted. The obvious benefit is that the HDD knows that it should store game files continuously. This has nothing to do with file duplication though and is a somewhat irrelevant topic, because it costs nothing and only has benefits.

The asynchronous file IO case for bundled files is even better, since you can just hand over the internal file offsets to the async file IO operations and get all the relevant data in parallel so your only constraint is deciding on an optimal lower bound for the block size, which is high for HDDs and low for SSDs.

Re: Helldivers 2 on-disk size 85% reduction

#126
post #6

Earlier quoted context omitted.

They duplicate files to reduce load times. Here's how Arrowhead Game Studios themselves tell it: https://www.arrowheadgamestudios.com/2025/10/helldivers-2-te...

I don't think this is the real explanation. If they gave the filesystem a list of files to fetch in parallel (async file IO), the concept of "seek time" would become almost meaningless. This optimization will make fetching from both HDDs and SSDs faster. They would be going out of their way to make their product worse for no reason.

The technique has the most impact on games running off physical disc.

It's a well known technique but happened to not be useful for their use case.

Re: Helldivers 2 on-disk size 85% reduction

#127

Earlier quoted context omitted.

No, not at all. But by putting every asset a level (for example) needs in the same file, you can pretty much guarantee you can read it all sequentially without additional seeks. That does force you to duplicate some assets a lot. It's also more important the slower your seeks are. This technique is perfect for disc media, since it has a fixed physical size (so wasting space on it is irrelevant) and slow seeks.

> by putting every asset a level (for example) needs in the same file, you can pretty much guarantee you can read it all sequentially I'd love to see it analysed. Specifically, the average number of nonseq jumps vs overall size of the level. I'm sure you could avoid jumps within megabytes. But if someone ever got closer to filling up the disk in the past, the chances of contiguous gigabytes are much lower. This paper…

It's an optimistic optimization so it doesn't really matter if the large blobs get broken up. The idea is that it's still better than 100k small files.

Re: Helldivers 2 on-disk size 85% reduction

#128
post #109

The negativity towards this is wild. A company followed relatively widely accepted industry practice (lots and lots of other games also have huge sizes on disk for the exact same reason), then eventually they decided to do their own independent testing to check whether said common practice actually makes things better or not in their case, found that it didn't, so they reversed it. In addition, they wrote up some nic…

[deleted]

Re: Helldivers 2 on-disk size 85% reduction

#129
post #109

The negativity towards this is wild. A company followed relatively widely accepted industry practice (lots and lots of other games also have huge sizes on disk for the exact same reason), then eventually they decided to do their own independent testing to check whether said common practice actually makes things better or not in their case, found that it didn't, so they reversed it. In addition, they wrote up some nic…

Probably because many are purists. It is like how anything about improving Electron devolves into "you shouldn't use Electron." Many would consider this a bare minimum rather than something worthy of praise.

> Probably because many are purists. It is like how anything about improving Electron devolves into "you shouldn't use Electron."

The Electron debate isn't about details purism, the Electron debate is about the foundation being a pile of steaming dung.

Electron is fine for prototyping, don't get me wrong. It's an easy and fast way to ship an application, cross-platform, with minimal effort and use (almost) all features a native app can, without things like CORS, permission popups, browser extensions or god knows what else getting in your way.

But it should always be a prototype and eventually be shifted to native applications because in the end, unlike Internet Explorer in its heyday which you could trivially embed as ActiveX and it wouldn't lead to resource gobbling, if you now have ten apps consuming 1GB RAM each just for the Electron base to run, now the user runs out of memory because it's like PHP - nothing is shared.

Re: Helldivers 2 on-disk size 85% reduction

#130

I love Helldivers 2, but from what I can tell it's a bunch of enthusiasts using a relatively broken engine to try to do cool stuff. It almost reminds me of the first pokemon game. I'll bet there's all sorts of stuff they get wrong from a strictly technical standpoint. I love the game so much I see this more as a charming quirk than I do something which really deserves criticism. The team never really expected their g…

A lot of things suddenly made sense when I learned their prior work was Magicka.

Oh my, I loved that game! It's wild everyone's throwing shade at Helldivers whilst ignoring that it was an massive success because of how fun it is. I've said it before, Dev's are really bad at understanding the art of making Fun experiences.
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