• DaDragon@kbin.social
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    1 year ago

    It doesn’t actually need 130gb of updates, that’s the fun part. They probably only made a couple gigabytes of changes at most, just their shitty folder/packing structure requires downloading every single ‘unit’ of the game again because they made minor changes

    • ryven@lemmy.dbzer0.com
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      1 year ago

      What the hell? Surely someone at their professional game development studio is capable of writing a patcher? It’s not black magic.

      • hstde@feddit.de
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        1 year ago

        But hosting and letting everyone download the whole file is cheaper for them.

          • yhvr@lemm.ee
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            1 year ago

            I assume the console / game store pays for the bandwidth, not them. No skin off their back

          • hstde@feddit.de
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            1 year ago

            Depends.

            On the hand hosting and bandwidth cost have come down significantly to the point where the price per gigabyte is in the 0.0 cent region. On the other hand, developers are incredibly expensive, especially when they could do something that results in even more value for the company.

            At the end of the day, downloading the full file is a reliable and all in all cheap way of providing an update, even if it’s annoying and frustrating as hell to download 138GB just because one bit was flipped.

      • fibojoly@sh.itjust.works
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        1 year ago

        Well, I know this one girl who’s really good at repacking shit… maybe she could teach some of their devs!

        • Jay@lemmy.ca
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          1 year ago

          I’m sure she could teach them to FIT the updates into a much smaller file.

      • decisivelyhoodnoises@sh.itjust.works
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        1 year ago

        It is extra work for them so they make more money by not having a team implementing a patching system that can handle distributing only the changes. They just don’t care.

  • Triple_B@lemmy.zip
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    1 year ago

    Ark Survival Evolved over in the corner hoping nobody notices its 700GB+ if you download every map.

    • Maestro@kbin.social
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      1 year ago

      Ark is total madness. Every map has a copy of every dinosaur. Not just the dinos for that map, but all dinos in the game. That’s because you can transfer dinos, so somebody may transfer a dino to your map from a mao that you don’t have the DLC for. And you still need to be able to see and interact with that dino.

      I wonder if the new Ark Ascended fixed that.

      • smeg@feddit.uk
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        1 year ago

        I’m no game dev, but did they not consider saving the dinos once and loading them in to each map as required?

        • seth@lemmy.world
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          1 year ago

          That would be object oriented programming. They took the subject occidented antigramming approach to development.

          • Rodeo@lemmy.ca
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            1 year ago

            subject occidented antigramming

            I knew there was a cool technical term for what I’ve been doing all these years.

            • sugar_in_your_tea@sh.itjust.works
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              1 year ago

              I’ve never heard of that phrase, but I like abject oriented programming. In this case, they’re using the concept of inheritance, but with assets:

              Inheritance is a way to retain features of old code in newer code. The programmer derives from an existing function or block of code by making a copy of the code, then making changes to the copy. The derived code is often specialized by adding features not implemented in the original. In this way the old code is retained but the new code inherits from it.

        • Maestro@kbin.social
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          1 year ago

          They probably tried and failed. IIRC the original Ark was build on a pre-release version of Unreal engine 4. There were probably loads of things missing or broken in that engine. When they couldn’t make UE load assets from a shared storage location, it was probably just easier to ship all dinos with every map.

          • Sylvartas@lemmy.world
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            1 year ago

            I seriously doubt that. Assets handling is one of the most important things in a game engine, and not having to duplicate every asset for every map, including for entitlements reasons (e.g DLC ownership) is an extremely basic feature.

            It sounds more like they seriously misused blueprints and/or DataAssets. To be fair, epic games did say a bunch of sightly misleading things about them when they released the engine to the public, but anyone using the engine noticed that blueprints could dramatically bloat your install size and/or memory usage in some situations, and found some workarounds.

            Also they really should have been following the engine’s updates. Now I wonder if they’re the reason why Epic insists that we should really avoid being too far behind the “current” engine version for games that are actively maintained…

            Source : been working with UE4 (and 5) professionally since UE4.12

      • KrummsHairyBalls@lemmy.ca
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        1 year ago

        The new ark fixed nothing. Except semi playable frame rates. It’s great if you want to run a game at 12fps on a 4090.

      • TheBlue22@lemmy.blahaj.zone
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        1 year ago

        That’s just hysterical. I’m out here learning and strictly following rules of OOP and these motherfuckers just do whatever

    • TheDarkKnight@lemmy.world
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      1 year ago

      Need a fucking server farm to have that one installed because no one on that development team knows what they’re doing. Isn’t there some duplicate remover a fan made that slims it down by a significant margin?

      • Sylvartas@lemmy.world
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        1 year ago

        I don’t play ark, but if what I read in this thread is to be believed, I’m pretty sure you’d have to repackage the game which is a big copyright nono. Also you would have to redo it with pretty much every content patch. So, probably not.

    • kbity@kbin.social
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      1 year ago

      Uncompressed textures and uncompressed audio for all languages at once (this started with the 8th gen consoles because their shitty CPUs couldn’t handle real-time decompression), so a lot of space is being taken up by audio that’s never used in languages you don’t understand because at some point in the last 20 years the gaming industry forgot how to create checkbox installers.

      • Blackmist@feddit.uk
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        1 year ago

        Titanfall started that, iirc. I wouldn’t mind so much if they let you choose which languages you want installing.

        At least some of the PS5 hardware is adding compression back again, so of those games are smaller on PS5 than on PS4.

        CoD is an unoptimised piece of shit though. Their business model appears to be snuffing out the competition by filling your drive so you can’t play anything else. The last Activision game I installed was the Tony Hawk remaster. I have no interest in CoD at all.

      • uis@lemmy.world
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        1 year ago

        8th gen? Compression worked fine on much shittier hardware. It shouldn’t be hard to decompress audio in memory.

    • Starkstruck@lemmy.world
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      1 year ago

      I make VRChat avatars and I’ve looked at the models for COD characters and weapons before.

      The sheer amount of material slots on those things is crazy. Like a whole ass material for a tiny texture that’s just like, the walkie talkie on a character. It’s so unessciary and while excess materials isn’t the only reason the game is unoptimized, it’s very telling of how much optimizing they actually do (basically none).

      • uis@lemmy.world
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        1 year ago

        Like a whole ass material for a tiny texture that’s just like, the walkie talkie on a character.

        What? Are they using some special non-PBR effects?

      • voxel@sopuli.xyz
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        1 year ago

        btw size of wii u/switch games is pretty impressive.

        BOTW is 10-15 gb with all dlcs and updates. (depends on console (wiiu/switch) and exact version)
        TOTK is ~18gb and is the largest official Nintendo game
        Mario Odyssey is just 5gb

        • sugar_in_your_tea@sh.itjust.works
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          1 year ago

          And they look fantastic, though the art style certainly helps a ton.

          I generally prefer indie games, so anything larger than 20GB feels huge. Most of the games I play are 5-15GB, and then something like RDR2 or Mass Effect Legendary comes along at > 100GB, which is about a dozen other games worth of space. Yeah, space is cheap and all that, but it just seems so unnecessary to have a good time.

          • Duallight@lemmy.today
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            1 year ago

            In a small defense of ME legendary, it is 3 different games in one package. Still Annoying, especially since storage space isn’t the only factor. Internet speed can really ruin your gaming plans

            • sugar_in_your_tea@sh.itjust.works
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              1 year ago

              It should really be three separate games. I’m unlikely to play all three back to back, yet I need to download the whole thing to play any of them.

              The same is true for COD, if I only want to play the campaign, I still need to download all the MP stuff (or so I heard, I don’t play COD).

          • uis@lemmy.world
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            1 year ago

            though the art style certainly helps a ton.

            I can speculate 90% of space is taken up by lightmaps.

      • uis@lemmy.world
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        1 year ago

        I recommend you to play Xonotic. It takes 1GB on disk and looks good.

  • Dr. Coomer@lemmy.world
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    1 year ago

    I want you all to realize that elden ring, one of the most detailed, intricate, and eye pleasing games we have, is 60 gb. 60. And on consoles pushes it to 45 gb.

    • mob@sopuli.xyz
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      one of the most detailed, intricate, and eye pleasing games we have

      I would have not thought of Elden Ring with this description. Maybe I played it to early and it got cleaned up a bit?

      • Sigh_Bafanada@lemmy.world
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        It is a very pretty game, but because of art direction, not high quality textures, which is what a lot of the space comes down to

        • mob@sopuli.xyz
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          1 year ago

          Oh yeah I agree with that. But I feel like you could probably find some 64mb games as an example as well ha

      • Neil@lemmy.ml
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        1 year ago

        I thought it was my trashy OLED TV but everything is so grainy looking I couldn’t play for more than a few hours.

  • omgarm@feddit.nl
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    1 year ago

    I feel blessed I don’t like FPS games in general so COD was never my thing.

    • VindictiveJudge@lemmy.world
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      IIRC, part of the problem with some of the other CoD games was using lots of uncompressed audio and textures. It improves performance, but eats stupid amounts of space. Modern console hardware means that there’s little reason not to compress stuff now, though. Decompressing audio on the fly has been incredibly easy for a long time, and dedicated hardware on current consoles just to decompress textures means that their impact on performance is also negligible.

      • TheBlue22@lemmy.blahaj.zone
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        1 year ago

        Not to mention the fact that even with uncompressed textures, some games (at least on PC, I don’t own a console) still run like shit because they have not been optimized properly.

  • chiliedogg@lemmy.world
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    1 year ago

    That’s more than half the capacity of the base edition of the new consoles.

    Microsoft and Sony need to step in and establish a maximum file size for games. There’s no excuse for a remake of a hallway shooter from 12 years ago to be that large.

  • Hylactor@sopuli.xyz
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    1 year ago

    The real conspiracy is that a big game requires you to delete or limit the number of competitors games. Not only is yhere no incentive to be smaller, there is actually a strategic incentive to be bigger.

  • Unicorn@lemmy.ml
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    1 year ago

    At this point COD should sell a custom physical SSD Drive with their game installed, like game DVD in consoles

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    1 year ago

    I legitimately got angry when my friend bought me a CoD a few years back (no clue what one, I feel like there’s been 10 in the last 3 years). I hated it so much. The abilities, the kill streaks, etc. all made it feel miserable.