Heck, just the geometry is probably far larger than folks anticipate.
Heck, just the geometry is probably far larger than folks anticipate.
Check this out, you can sort by the number of submissions to filter out indie games https://docs.google.com/spreadsheets/d/14CVXd6PTIYE9XlNpRsxJ...
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.
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.
This allows it to be ran automatically after download without having the user need to launch the game.
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.
The crackers who remove copy protection often repackage (or someone else does) to greatly reduce size; since they’re in there poking around the code they can see what isn’t used.
This isn’t new, either, ancient console games have unused assets and even entire levels in the code but disabled.
I can see some benefits to having uncompressed assets in that it would help with asset loading. I'd still be surprised to not have any form of compression at all happening. I'd also be curious to know just how much the assets could be compressed.
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.
The thread might be speculating about _why_ they do that, or whether this particular game does that, but that's a non sequitur, that isn't what I was talking about.
Has any game in the past 5 years that has an install size >100gb used uncompressed assets? I would be very very surprised! The likelihood of this being the case on PS5 or XSX hardware is approximately zero.
Yes I’m familiar with the infamous uncompressed audio in Titanfall.
Fortnite didn’t publish what they did. But I promise it’s not “bEnableCompression=true”. Compression is used up and down the stack with the utmost of care. Even the older games that didn’t use compression did so only after great consideration of the trade offs.
“Games as a Service” games like Fortnite, Destiny, and Call of Duty have often bloated and then been optimized. The fix is never bEnableCompression. It’s more about how the content is sliced and packaged. How to efficiently serve new content is a really tricky problem. And a somewhat new problem that didn’t exist 10 years ago. At least for consoles.
Can you capture a trace in RenderDoc to prove this? Or show raw bmp/uncompressed dds files on disk?
8k texture with mipmaps takes about 100mb with BC7. Which is huge. Should be around 30-40mb with kraken and oodle texture.
> I do wonder how much of it is that a Kraken license costs money and it takes time to integrate, though...
Kraken license doesn't cost anything for Unreal developers. And Sony licensed it for all PS5 games.
Encoding is the hard part, but only need be done once when building the final release.
It's a shame that IFS hamstrung the adoption of fractal compression with their expensive license fees - wouldn't necessarily have been The Future Of Images but at least we'd have had the option.