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Forums - Nintendo - Nintendo should teach their 3rd party supporters their file compression secrets.

Normchacho said:
Cloudman said:

I do find it kinda worrisome that they'll only get bigger, when they're already quite big as they are.

It's just the natural advancement of tech over time. It wasn't really all that long ago that most people didn't even think of storage in terms of terabytes. It also wasn't that long ago that we thought of internet speeds in kps.

I don't think games need to be that big. Great games can be made on a smaller size, but from the looks of things, western AAA devs just keep on making them bigger.



 

              

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Cloudman said:
Normchacho said:

It's just the natural advancement of tech over time. It wasn't really all that long ago that most people didn't even think of storage in terms of terabytes. It also wasn't that long ago that we thought of internet speeds in kps.

I don't think games need to be that big. Great games can be made on a smaller size, but from the looks of things, western AAA devs just keep on making them bigger.

I don't know, more power doesn't stop smaller games from being made and more power means less restrictions on developers. So if I developer wants to make a huge sprawling game I take no issue with that.



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Normchacho said:
Cloudman said:

I don't think games need to be that big. Great games can be made on a smaller size, but from the looks of things, western AAA devs just keep on making them bigger.

I don't know, more power doesn't stop smaller games from being made and more power means less restrictions on developers. So if I developer wants to make a huge sprawling game I take no issue with that.

I guess I stand on the other side where a game doesn't need to be as big as it can to be the best, and also if it can fit into into a CD or card without needing extra space to fit the whole game.



 

              

Dance my pretties!

The Official Art Thread      -      The Official Manga Thread      -      The Official Starbound Thread

MajorMalfunction said:
DonFerrari said:

I'm not totally technical on that... but although tiling and temp resolution are fantastic to free up computational power, if you move unexpectdely then all hell break lose.

And I know it isn't related to texture quality or size, but how they decided to use it. Just posted off-topic because it remembered me on similarity on compressing/compromissing quality for size of processing.

Yeah, MegaTexture can be great or terrible depending on the developer. It makes the usual texturing tricks really cheap, if that's what the dev wants. If you're interested in the technical specifics, I could explain it to you as best I can. I'm kicking around the idea to do a video or something on the mathematical principles of computer graphics. It's really interesting stuff. We stand on the backs of giants like Newton, Leibniz, Gauss and Chinese mathematicians ca 10 BCE. What drove me to think about that is DocTre's 1440p is upscaled comments about 3 years ago. Back on topic, brute force compression is a no-go this gen because of the relatively weak CPUs found in all the major consoles (XB1, PS4, Switch). Respawn actually made Titanfall 1 on PC bigger than on XB1 by decompressing audio so the game would work on weak-sauce dual cores. If they ported to Switch, they may have to make a similar decision. Probably the first thing to go would be textures, because they chew up a significant amount of disk space.

Technical side put on layman terms is on my turf, I would like to see it.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Cloudman said:
Normchacho said:

I don't know, more power doesn't stop smaller games from being made and more power means less restrictions on developers. So if I developer wants to make a huge sprawling game I take no issue with that.

I guess I stand on the other side where a game doesn't need to be as big as it can to be the best, and also if it can fit into into a CD or card without needing extra space to fit the whole game.

Oh no, I'm not saying a game has to be huge to be good. I'm just saying that if that's the developers vision then I'd rather have large file sizes than have compromised games.



Bet with Adamblaziken:

I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.

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Cloudman said:
Normchacho said:

I don't know, more power doesn't stop smaller games from being made and more power means less restrictions on developers. So if I developer wants to make a huge sprawling game I take no issue with that.

I guess I stand on the other side where a game doesn't need to be as big as it can to be the best, and also if it can fit into into a CD or card without needing extra space to fit the whole game.

I see no urge to go back to 15MB for the games. I see no issue going to 1TB per game in the near future.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Eventually the higher capacity cards will be more affordable but we are not guaranteed that during the next few years. So i do agree that some sharing or assistance would be ideal.



I think we can all agree that the most important thing we learned in this thread is that fps is a measure of game size.



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vivster said:
I think we can all agree that the most important thing we learned in this thread is that fps is a measure of game size.

I've also learned over the past year that game file size somehow is a good measure of expected play time. The more you know!



Those two lessons are good... but more important is that developers should go back to sub 100MB games so our HDD doesn't get overloaded and our downloads are fast.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."