Well, if Nintendo wants to sell their games through digital with those 8-32 gb memories, they better compress their titles.




Well, if Nintendo wants to sell their games through digital with those 8-32 gb memories, they better compress their titles.
Most games are too lazy to proparly use audio compression. Titanfall for example is extremely bloated in audio files.
Goodnightmoon said:
And the Evil Within should cost 500$ at retail following that logic |
Never take users with Kim Possible avatars ( by that I mean Rol) seriously!
---Member of the official Squeezol Fanclub---
AZWification said:
Never take users with Kim Possible avatars ( by that I mean Rol) seriously! |
Ok now I understand a lot of things. xD
| curl-6 said: It's actually bigger than Mario 3D World, that was only 1.7GB. |
curl hitting the mark as usual =P
| WolfpackN64 said: Most games are too lazy to proparly use audio compression. Titanfall for example is extremely bloated in audio files. |
It's not about lazyness, it's about CPU/memory usage. Using compressed audio files means you have to uncompress them either on the fly or into memory. Now, if they would have went with the compressed audio it would either require at least 1 CPU core to decode it on the fly (compression and uncompression is a very CPU heavy operation, just try to unrar something and watch it in Task Manager) or 1-2 GB (or even more) of memory just for the audio files. Not to mention the increased load time. That's not very resource friendly. Especially, if you want to release a game for the Xbox360 as well.
Nintendo games are small because they lack voice acting and FMVs. Rendered movies take a lot of space, especially in full HD (6-7GB/hour). If you would delete these files in modern AAA games, they would be around 7-8 GB, instead of 20-30.
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