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caffeinade said:
JEMC said:

The problem of games of that size is that the end product doesn't show what is that space used for. Texture aren't that better to demand two, three or more times the storage capacity they asked for five years ago.

Developers are simply getting lazy and, with the excuse of consoles having HDDs and PC users having large capacity HDDs, they are forgetting about compression and optimization.

I don't know how Source 2 will be of any help, given that only Valve will end using it... and they no longer make many games.

"they are forgetting about compression and optimization."
Come on.
Do you really think developers just, don't compress and / or don't "optimise".
There is only so much you can do when you have 100+ artists working with complex art pipelines.

He's not wrong.

A large portion of a games install size is thanks to Lossless Audio. - And a massive chunk of that is due to localization. I.E. Including extra languages.
Microsoft has actually added hooks to the Xbox software stack in the last year or so, so that games will only download/install the audio that is actually required, saving some space.

Using better compression on Audio and Textures could save 10's of Gigabytes in some extreme cases.
The flip side to that is that... Decompression tends to be CPU heavy if you don't have the dedicated capabilities natively in hardware to offload it to... And CPU time is not exactly in abundance on the consoles.

JEMC isn't saying there is zero compression per-say. Just that it's insufficient, it can always be taken another step farther.




www.youtube.com/@Pemalite