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Zekkyou said:
VGPolyglot said:
How does Nintendo manage to compress their games like that? Why can't PS4 or XBO games do that? I am constantly having to delete games to have enough space.

It usually comes down to one (or a combination) of these:

- Nintendo's game tend to be smaller in scale, as far as asset quantity goes. Something like Mario Kart requires far less modelling, texturing, and audio work than something like Forza. When they do make more asset demanding games, like BotW or XCX, their files quickly grow (XCX is probably their largest: 23~ GB by default, and 33GB with the patches).
- Their games tend to be built around lower-spec hardware, so even when they need a lot of assets those assets are usually smaller.
- The size of their games matter more. Their consoles come with very limited amounts of in-built storage, and now on the Switch they have an active financial incentive to make their games smaller. PS4, X1, and PC developers don't have these worries. Some make games with crap tons of high quality assets, some sacrifice file size efficiency in flavor of other direct benefits (e.g. softer compression = better audio, quicker load times), and some just don't care enough to find a good balance.

That's not a good point. PS3, which is weaker than Switch, had linear games with very big file sizes like God of War Ascension. While a big open world more demanding game, like Breath of the Wild like you said, is only 13GB. 

There's only one simple explanation: they invest more time/effort compressing stuff like audio, because like you said their hardwares have less storage, so it's more important.



Bet with Teeqoz for 2 weeks of avatar and sig control that Super Mario Odyssey would ship more than 7m on its first 2 months. The game shipped 9.07m, so I won