Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My guess? It's the pre-installed crosshair presets, options available to customise said crosshairs / create your own, the actual performance of the software (seemingly taking very little resources from my PC to run at all), I imagine there's a lot of backend stuff going on in the software so that it runs well, uses as little resources as possible whilst still functioning. They have a whole system for bloom / recoil, which is fully customisable to user preference / needs.
1.3GB isn't too crazy all things considered, yes some games are less, but they're also made up of less code, and less assets overall. You have to bare in mind any anti-piracy stuff they have (if at all), the amount of pre-installed crosshairs (Resolution of those crosshairs make a HUGE difference), UI code in general (can get pretty long in comparison to those 2D games that are less).
A game that is a good example I believe is FNAF 1 (less than 1GB if I remember right), but the difference is that game is pretty much mouse control, no keyboard at all, no options, a couple functional easter eggs, but mostly made from GIFs and not real-time rendered assets. Games taking up less space this software likely use similar tactics to get it low on the space requirement. Kinda the same reason you see modern games take up almost 100s of GBs. They use real-time rendered models whereas in the past they may have used a PNG, GIF, etc etc for stuff you're never actually gonna interact with. (Best example is older COD multiplayer maps, the out of bounds stuff was heavily un-detailed and often didn't even include solid pathing, or alike.)
Long response I know, but this is just my assumption for this topic loool