For example, both Final Fantasy XVI & STALKER 2 take up 152GB & 165GB on my 2TB external SSD. I mean, why are steam games HUGE as f*ck regarding their file sizes lately? Don’t even mention CoD (200GB?!), even with the fastest internet connection: you can’t bypass patience as these things take up time. For me, it took me about 2 days to finish (pause & resume download). I’ve finished installing KCD II (Royal Edition) and that was 85GB (took up 8-12 hours with fast internet, I was binge watching a TV show on Prime Video the entire time).

    • Err(()).unwrap()@lemmy.world
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      13 minutes ago

      Pray tell, how do you think “they” should optimize game assets? People who have zero experience in game development love to talk about “optimization” like it’s a slider in the options or some challenge that can be solved by throwing resources at it. Modern compression algorithms like Oodle are about as performant and artifact-free as mathematically possible. Everything beyond that is a trade-off between quality, size, and performance.

      But are you thinking about it in abstract? Would you prefer a game to have occasional pop-in, stutter issues, and CPU spikes in exchange for a smaller size?

      (edit) Before you say it, I know there are relatively low-fidelity games that run like ass. Those are usually caused by poorly written game logic or shader codes, which can be refactored, but won’t have an effect on file sizes.

    • ampersandrew@lemmy.world
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      1 hour ago

      When time is money, optimizing for time is a worthwhile endeavor. 6+ year dev cycles aren’t something anyone wants. But realistically, large file sizes probably aren’t going away with more dev time.