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Helldivers 2 devs slash install size from 154GB to 23GB

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Re: Helldivers 2 devs slash install size from 154GB to 23GB

#251
> made possible with support from Nixxes Software, best known for developing high-quality PC ports of Sony’s biggest PlayStation titles

Now if only Nixxes would stop using Sony's stupid proprietary audio system in PC games, I'd be happy. Every Sony game causes my sound card to freak out and I lose the ability to control anything - even volume. My surround speakers stop working completely and I'm effectively forced into accepting mono audio.

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#252
post #45

Earlier quoted context omitted.

> It seems bizarre to me that they'd have accepted such a high cost They’re not the ones bearing the cost. Customers are. And I’d wager very few check the hard disk requirements for a game before buying it. So the effect on their bottom line is negligible while the dev effort to fix it has a cost… so it remains unfixed until someone with pride in their work finally carves out the time to do it. If they were on the ho…

Studios store a lot of builds for a lot of different reasons. And generally speaking, in AAA I see PlayStation being the biggest pig so I would wager their PS builds are at least the same size if not larger. People knew and probably raised alarm bells that fell to the wayside because it's easier/cheaper to throw money at storage solutions than it is engineering.

I only skimmed through this; I have no real information on the particular game, but I think the console versions could be much smaller as less duplication is necessary when the hardware is uniform.

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#253
I just checked out this game on Steam and was pretty excited to buy it until I read that it requires a kernel-level anticheat which acts as a rootkit: https://en.wikipedia.org/wiki/NProtect_GameGuard

Why on earth is any self-respecting person installing this on their machine?

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#254

I just checked out this game on Steam and was pretty excited to buy it until I read that it requires a kernel-level anticheat which acts as a rootkit: https://en.wikipedia.org/wiki/NProtect_GameGuard Why on earth is any self-respecting person installing this on their machine?

Because they want to play the game and don't know or care what a "kernel-level anticheat which acts as a rootkit" is. Which probably makes up 99.9% of their userbase.

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#255

I just checked out this game on Steam and was pretty excited to buy it until I read that it requires a kernel-level anticheat which acts as a rootkit: https://en.wikipedia.org/wiki/NProtect_GameGuard Why on earth is any self-respecting person installing this on their machine?

It's almost 2026, you're supposed to keep gaming and personal PCs separate.

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#256

Earlier quoted context omitted.

The problem they fixed is that they removed a common optimization to get 5x faster loading speeds on HDDs. That's why they did the performance analysis and referred to their telemetry before pushing the fix. The impact is minimal because their game is already spending an equivalent time doing other loading work, and the 5x I/O slowdown only affects 11% of players (perhaps less now that the game fits on a cheap consum…

> The problem they fixed is that they removed a common optimization to get 5x faster loading speeds on HDDs. Maybe, kinda, sorta, on some games, on some spinning rust hard disks, if you held your hand just right and the Moon was real close to the cusp. If you're still using spinning rust in a PC that you attempt to run modern software on, please drop me a message. I'll send you a tenner so you can buy yourself an SSD…

Fun story: I've loaded modern games off spinning rust for almost all of the past decade, including such whoppers as Siege, FS2020, CoD, and tons of poorly made indie titles. My "fast data" SSD drive that I splurged on remains mostly empty.

I am not the one who loads last in the multiplayer lobbies.

The entire current insistence about "HDD is slow to load" is just cargo cult bullshit.

The Mass Effect remastered collection loads off of a microSD card faster than the animation takes to get into the elevator.

Loading is slow because games have to take all that data streaming in off the disk and do things with it. They have to parse data structures, build up objects in memory, make decisions, pass data off to the GPU etc etc. A staggering amount of games load no faster off a RAM disk.

For instance, Fallout 4 loading is hard locked to the frame rate. The only way to load faster is to turn off the frame limiter, but that breaks physics, so someone made a mod to turn it off only while loading. SSD vs HDD makes zero difference otherwise.

We live in a world where even shaders take a second worth of processing before you can use them, and they are like hundreds of bytes. Disk performance is not the bottleneck.

Some games will demonstrate some small amount of speedup if you move them to SSD. Plenty wont. More people should really experiment with this, it's a couple clicks in steam to move a game.

If bundling together assets to reduce how much file system and drive seek work you have to do multiplies your install size by 5x, your asset management is terrible. Even the original playstation, with a seek time of 300ish ms and a slow as hell drive and more CD space than anyone really wanted didn't duplicate data that much, and you could rarely afford any in game loading.

I wish they gave any details. How the hell are you bundling things to get that level of data duplication? Were they bundling literally everything else into single bundles for every map? Did every single map file also include all the assets for all weapons and skins and all animations of characters and all enemy types? That would explain how it grew so much over time, as each weapon you added would actually take sizeOfWeaponNumMaps space, but that's stupid as fuck. Seeking an extra file takes a max of one frame* longer than just loading the same amount of data as one file.

Every now and then Arrowhead says something that implies they are just utterly clueless. They have such a good handle of how games can be fun though. At least when they aren't maliciously bullying their players.

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#257
post #4

23GB is supposed to be "slim"?!

Well yes? Have you played the game? It's got lot of content and is very pretty.

Those high resolution textures will just take space. You could obviously decrease the graphical fidelity but I'd guess that most players (me very much included) would rather play a very pretty 23GB Helldivers II than a 5GB ugly Helldivers II.

150GB was very annoying, ironically forcing me to install it to a HDD. 23GB isn't even worth thinking about for me.

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#258

Back in 2014, Titanfall's disk space was 75% UNCOMPRESSED audio (35GB of 48GB) for the gamers with only dual-core CPUs. from https://www.escapistmagazine.com/titanfall-dev-explains-the-... “On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.”

It was BS considering countless other games having no problem with sound. Decoding something like Opus takes ~30MHz of a single CPU core[1], meaning even an unreasonable situation of decoding 16 simultaneous uninterrupted 128Kbit Stereo streams would only eat half of one core.

[1] iPod Classic (1998 era ARM9) decodes 128 kbps stereo Opus at ~150% real time at stock cpu frequency. Opus is not the lightest choice either https://www.rockbox.org/wiki/CodecPerformanceComparison#ARM

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#259
post #16

> With their latest data measurements specific to the game, the developers have confirmed the small number of players (11% last week) using mechanical hard drives will witness mission load times increase by only a few seconds in worst cases. Additionally, the post reads, “the majority of the loading time in Helldivers 2 is due to level-generation rather than asset loading. This level generation happens in parallel wi…

I have heard that in many scenarios it is faster to load uncompressed assets directly rather than load+decompress. Load time is prioritized over hard drive space so you end up with the current situation.

There have been plenty of times where the opposite is true: Storing highly compressed data and decompressing it in RAM is much faster than loading uncompressed assets.

Which is the primary problem: Computers are so varied and so ever changing that if you are optimizing without hard data from your target hardware, you aren't optimizing, you are just doing random shit.

Add to that, game devs sometimes are just dumb. Titanfall 1 came with tens of gigabytes of uncompressed audio, for "performance", which is horse shit. Also turns out they might have been lying entirely. Titanfall 1 was made on the source engine, which does not support the OGG audio format their audio files were in. So they decompressed them at install time. They could have just used a different audio file format.

Re: Helldivers 2 devs slash install size from 154GB to 23GB

#260

Back in 2014, Titanfall's disk space was 75% UNCOMPRESSED audio (35GB of 48GB) for the gamers with only dual-core CPUs. from https://www.escapistmagazine.com/titanfall-dev-explains-the-... “On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.”

Ah, that explains how the R1Delta guys were able to cut the size on disk to less than 20gb! https://github.com/r1delta/r1delta

Love the deep and touching commit messages https://github.com/r1delta/r1delta/commit/f5c81bf92f9a8c99d9...
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