These aren't too big from what I understand. Still, I'm going physical.
These aren't too big from what I understand. Still, I'm going physical.
Instead of debating on textures and whatnot, I think it'd be nice to appreciate the fact that Nintendo games are generally small in size.
13.4 GB for Zelda is actually smaller than I would have expected..
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[3DS] Winter Playtimes [Wii U]
Airaku said:
I still don't understand how Nintendo compresses their games so well. I have some theories but their file sizes are always beyond small, other developers struggle to compress the way they do. It's almost magical. In case for Breath of the Wild, the art style allows you to use the lowest possible size of textures. It's absolutely crazy, did you know that Wind Waker HD is only 2.6 GB? Where Twilight Princess HD is 4.51 GB? Those are both decent size games in terms of length but the textures of Twilight Princess and minus the empty spaces make it much larger. Bethesda is also quite decent at compressing as well imho. They aren't as efficient as Nintendo, but they are within the realms of believability and attainability. I think Nintendo uses a lot of tricks in terms of known the own hardware that they created to offset some tricks. I mean Pikmin 3 looks beautiful in terms of graphics and textures and the game is only 3.85 GB. There are demos with much larger file sizes than that and look considerably worse graphically and in terms of textures. Textures are a huge factor in file size. This is why the HD era saw such a massive jump in file sizes.
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Sound quality often takes the biggest hits. I've been playing Fire Emblem Fates recently and noticed it has far worse sound than Awakening, guessing due to all three games being much larger than Awakening.
"You should be banned. Youre clearly flaming the president and even his brother who you know nothing about. Dont be such a partisan hack"
TallSilhouette said:
If I had to guess, Doom has more handmade assets where W3 has more procedural. Ryse also has lots of prerecorded video. |
Hmm. I didn't know that procedural generation was used in W3, but I guess it would be a necessity due to the massive scale of the game. Ryze does have a lot of prerendered video, but the quality doesn't seem all that great, with very noticeable artifacts, so I just assumed it couldn't be all that big. Could be that I'm wrong, though. I might check the game files to see what I can see.
Only 4~6 games can be fit into internal memory? Huehuehue reduce that number by 1 cos we're also gon get zelda dlc huehuehue
Mr.GameCrazy said:
32 GB for Dragon Quest Heroes I-II? Wow. That's a lot of space. I had a feeling that the Nintendo Switch game cards would hold more than 16 GB. |
They do this is for download only
Just a guy who doesn't want to be bored. Also
Trunkin said:
Hmm. I didn't know that procedural generation was used in W3, but I guess it would be a necessity due to the massive scale of the game. Ryze does have a lot of prerendered video, but the quality doesn't seem all that great, with very noticeable artifacts, so I just assumed it couldn't be all that big. Could be that I'm wrong, though. I might check the game files to see what I can see. |
The Witcher doesn't. The word Procedural gets tossed around in open world game discussions more than "fascist" in a tense Presidential race and just like that word, few grasp what it means in its contexts.
When it comes to assets, very, very few games procedurally generate them. Especially high end games. In fact, FAST Racing Neo is the only one I can name off the top of my head. Procedural generation in most games serves one of two functions: level creation in real time (randomized dungeon crawlers, for example) and object placement as a stwp in the process of creating hand designed levels or as a means of placing certain assets in real time (grass, usually). The Witcher 3 falls in the latter category.
As for how it stays compact, most open world games liberally reuse prop assets, natural assets, clutter assets, and even building assets, thus keeping space saved, while other games will have an excess of unique assets for all manner of minor things. Also, things like texture resolutions and polycounts must necessarily be kept lower so that they don't eat up resources needed for other aspects of the game.