I’m kind of sad about how large games have become and how little goes into optimizing that since “space is cheap”; though it seems people don’t really care about the bandwidth (environmental) cost of downloading that now that everything has gone digital (not that I’m saying physical doesn’t have waste).
I just kind of wish there were alternates, maybe high-res (free) DLC packs or audio localization packs which I feel like were done in the past but never really became a thing. I find myself sticking to indie games that are only hundreds of MBs instead.
I don’t think the article provides any conclusions besides beat games faster to delete them to clear space.
how little goes into optimizing that since “space is cheap”
More and more developers seem to assume everyone else can afford what they consider to be cheap, and feel entitled to gobble up all the resources on other people’s systems as if they aren’t needed for anything else.
And speaking of environmental costs, there’s also the pollution and e-waste generated by constantly pushing people to upgrade their hardware instead of optimizing the software.
More and more developers seem to assume everyone else can afford what they consider to be cheap, and feel entitled to gobble up all the resources on other people’s systems as if they aren’t needed for anything else.
It’s adding insult to injury when most of these games are now also launching at $70-80 these days, too.
I’m fully behind the idea that you should be able to opt for not downloading the biggest texture files and 3D assets, if you’re gonna play at low settings, anyway.
But it’s worth noting that “optimizing” the file sizes of high-fidelity games isn’t really possible. You can’t compress textures or 3D assets the same way you might an RGB image. Game textures contain a lot more layers than just color, in modern games they can contain material, depth and specularity maps, just to name a few. And that’s before considering any accompanying bre-baked lighting data that entire levels may come with, which trades in the need to real-time render stuff for doing it in advance and storing how something is supposed to look, and shipping it alongside the game.
None of this can be easily compressed. It has to be retained losslessly, or you risk rendering artefacts.
Also, most game distribution services will send you an AGGRESSIVELY compressed (as in packed as a whole, using great amounts of CPU to pack it smaller without data loss) format, which your PC/console unpacks as it downloads. They too have every reason to save bandwidth.
But even then, you seldom see data savings of more than 10-30%. There just aren’t that many corners to cut.
I’m not a game dev, but from my modding experience it depends on the game.
MOST of the games that have these insane file sizes actually do it to cut down on processing and on load time and reduce pop-in. If a texture or level doesn’t need any decompression, it loads faster. So entirely depends on the asset. So a lot of games do still compress textures. That’s why there’s a discrepancy between the data downloaded in steam and the actual runtime storage requirement.
The 3D models themselves are usually lower space. As is dialog and audio. Though all of those will be mildly compressed probably.
Texture block compression exists, and some of the available algorithms have fairly little impact on rendered visuals.
As you noted, asset scaling also exists in various forms, from mip mapping to audio codecs to alternate asset packs. Imagery intended for 4k and 8k displays is wasteful for people gaming in 1080p, let alone 720p.
The techniques required to cut down on bloat are well known. Some games just aren’t using them, or aren’t using them effectively. There’s definitely room for improvement here.
But I did want to make the point that there aren’t as many corners to cut as some might think.
And while lossless compression of course exists, better compression is usually also a processing trade-off. You can use more storage and less processing, or use more processing, and less storage.
Compression is not a magic tool that reduces file size for free, its doing math to store some given data using less bits, which then has to be done in reverse to get at the original data.
I’d love to play through the Mass Effect remastered collection on my steam deck but it’s ridiculous that it makes you download all 3 games (100+ GB). On the other hand, Halo MCC is actually good about this and lets you download only the games you want to play at the moment
Space might be cheap, but SSDs are too small for the slot they take up that could’ve had a much bigger HDD, and now graphics cards are so big there’s physically less room for disks and cables too.
I don’t want all SSDs to have room for all the games and nothing else.
I’m kind of sad about how large games have become and how little goes into optimizing that since “space is cheap”; though it seems people don’t really care about the bandwidth (environmental) cost of downloading that now that everything has gone digital (not that I’m saying physical doesn’t have waste).
I just kind of wish there were alternates, maybe high-res (free) DLC packs or audio localization packs which I feel like were done in the past but never really became a thing. I find myself sticking to indie games that are only hundreds of MBs instead.
I don’t think the article provides any conclusions besides beat games faster to delete them to clear space.
More and more developers seem to assume everyone else can afford what they consider to be cheap, and feel entitled to gobble up all the resources on other people’s systems as if they aren’t needed for anything else.
And speaking of environmental costs, there’s also the pollution and e-waste generated by constantly pushing people to upgrade their hardware instead of optimizing the software.
It’s adding insult to injury when most of these games are now also launching at $70-80 these days, too.
I’m fully behind the idea that you should be able to opt for not downloading the biggest texture files and 3D assets, if you’re gonna play at low settings, anyway.
But it’s worth noting that “optimizing” the file sizes of high-fidelity games isn’t really possible. You can’t compress textures or 3D assets the same way you might an RGB image. Game textures contain a lot more layers than just color, in modern games they can contain material, depth and specularity maps, just to name a few. And that’s before considering any accompanying bre-baked lighting data that entire levels may come with, which trades in the need to real-time render stuff for doing it in advance and storing how something is supposed to look, and shipping it alongside the game.
None of this can be easily compressed. It has to be retained losslessly, or you risk rendering artefacts.
Also, most game distribution services will send you an AGGRESSIVELY compressed (as in packed as a whole, using great amounts of CPU to pack it smaller without data loss) format, which your PC/console unpacks as it downloads. They too have every reason to save bandwidth.
But even then, you seldom see data savings of more than 10-30%. There just aren’t that many corners to cut.
I’m not a game dev, but from my modding experience it depends on the game.
MOST of the games that have these insane file sizes actually do it to cut down on processing and on load time and reduce pop-in. If a texture or level doesn’t need any decompression, it loads faster. So entirely depends on the asset. So a lot of games do still compress textures. That’s why there’s a discrepancy between the data downloaded in steam and the actual runtime storage requirement.
The 3D models themselves are usually lower space. As is dialog and audio. Though all of those will be mildly compressed probably.
Texture block compression exists, and some of the available algorithms have fairly little impact on rendered visuals.
As you noted, asset scaling also exists in various forms, from mip mapping to audio codecs to alternate asset packs. Imagery intended for 4k and 8k displays is wasteful for people gaming in 1080p, let alone 720p.
The techniques required to cut down on bloat are well known. Some games just aren’t using them, or aren’t using them effectively. There’s definitely room for improvement here.
Absolutely.
But I did want to make the point that there aren’t as many corners to cut as some might think.
And while lossless compression of course exists, better compression is usually also a processing trade-off. You can use more storage and less processing, or use more processing, and less storage.
Compression is not a magic tool that reduces file size for free, its doing math to store some given data using less bits, which then has to be done in reverse to get at the original data.
I’d love to play through the Mass Effect remastered collection on my steam deck but it’s ridiculous that it makes you download all 3 games (100+ GB). On the other hand, Halo MCC is actually good about this and lets you download only the games you want to play at the moment
Space might be cheap, but SSDs are too small for the slot they take up that could’ve had a much bigger HDD, and now graphics cards are so big there’s physically less room for disks and cables too.
I don’t want all SSDs to have room for all the games and nothing else.
My cousin just bought a 2tb nvme for $60, $10 more than a 2tb hdd cost 2 years ago.
But I want 8 TB disks. Or more, when they’re more reliable.