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furthermore, as long as THIS https://imgur.com/Pnn1TlQ is in the code, you are not allowed to use warframe to measure the performance or size of any other game
OP needs to chill.
Cyberpunk 2077, the most anticipated game of the year and probably the most graphics-intensive, is merely 70 gigabytes-- even with 4K support and raytracing effects.
Final Fantasy VII Remake is about 80 gigabytes.
Any game over a hundred has developers who have no idea how to compress their files. Looking at you, Activision. Looking at you, EA.
The closer to the GPUs native format images are, the more optimal they are to load. But the closer they are to the GPUs native format, the larger they are. So an uncompressed 32 bit bitmap is a much faster image to load into the GPU than a compressed format like JPEG or PNG. So game design is a balance between having the textures easy to load and having them too large.
However, especially with the new console generation around the corner and the fact that fast storage has gotten cheaper, the balance is shifting towards the larger game/faster loading.
While SSDs can make up some of the difference, it is surprising how much of a difference having the textures load fast can make.
those are all games released on pc that have had years of tweaking/optimizations/file compression updates,. this too in time may get those I would imagine (hopefully........wtf if otherwise.) I'm not defending this. I just saying that it's not that bad. Most pcs come with tb hard drive minimum these days for a reason. If you hate the game simply because of a download size by all means don't download and play it. I am not telling anyone otherwise.
that game is a perfect example of how to do it
The only additional optimization PSO2 needs at this point is that DX11 backend NGS is promising. DX11 means less drawcalls so maybe the lobby on max at a concert could get a boost. Would prefer Vulkan, but what can ya do?