Subliminal

Subliminal

TheAvPman May 23, 2023 @ 4:22pm
100gigs of space?
How???
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Showing 1-15 of 19 comments
sprevv Jun 23, 2023 @ 2:55am 
if you have a little read at the description your gonna see some funny little letters spelling out "infinite procedural generated levels" yeah stuff like that takes alot of disc space, piled atop the ray tracing
TheAvPman Jun 23, 2023 @ 4:35pm 
Originally posted by KingD1ce:
if you have a little read at the description your gonna see some funny little letters spelling out "infinite procedural generated levels" yeah stuff like that takes alot of disc space, piled atop the ray tracing

Ah love that. Someone being arrogant in the steam forums and having absolutely no idea what theyre talking about. Procedural generation takes up less space than a handcrafted world because its procedural (i could go into way more detail because unlike you I actually have a technical understanding of the concept). And ray tracing is a lighting simulation. But okay be a prick about it thats fine.
хлифи Jun 24, 2023 @ 1:22am 
No Man's Sky is the perfect example with 12GB download. All planets are proceduraly generated.
https://store.steampowered.com/app/275850/
TheAvPman Jul 2, 2023 @ 2:37pm 
Originally posted by бурдж халифи:
No Man's Sky is the perfect example with 12GB download. All planets are proceduraly generated.
https://store.steampowered.com/app/275850/
^^^
BSPNode Aug 3, 2023 @ 3:19pm 
It may (potentially) be an unoptimized game, and there could be files sitting around in the game folder that get used at runtime. Also, it said that the bare minimum to run this game is 60GB. Half-Life: Alyx almost meets this at ~50GB
TheAvPman Aug 3, 2023 @ 4:37pm 
Originally posted by Zzyzx:
It may (potentially) be an unoptimized game, and there could be files sitting around in the game folder that get used at runtime. Also, it said that the bare minimum to run this game is 60GB. Half-Life: Alyx almost meets this at ~50GB
Half life alyx is a aaa game with thousands of assets. The fact it needs more than that is laughable
CodeLilac Aug 4, 2023 @ 7:33am 
It’s just an unoptimized asset flip game. We see these all the time. He’s probably spent more time crafting clips in engine than making actual enviros for gameplay.
sprevv Aug 7, 2023 @ 5:35pm 
seems my award bait proved unsuccessful, tragic
TheAvPman Aug 7, 2023 @ 5:53pm 
Originally posted by KingD1ce:
seems my award bait proved unsuccessful, tragic
You got embarrassed and thats the best way you can cope with it. Absolutely hilarious 😂.
ColossalCereal Sep 2, 2023 @ 8:57pm 
Originally posted by KingD1ce:
seems my award bait proved unsuccessful, tragic
It's cool if you misunderstood or didn't know how procedural generation works, but christ man, lol.
Originally posted by бурдж халифи:
No Man's Sky is the perfect example with 12GB download. All planets are proceduraly generated.
https://store.steampowered.com/app/275850/
and all of the planets are exactly the same and boring
TheAvPman Sep 4, 2023 @ 7:45pm 
Originally posted by They/Them ChesseTheFluffyWasp:
Originally posted by бурдж халифи:
No Man's Sky is the perfect example with 12GB download. All planets are proceduraly generated.
https://store.steampowered.com/app/275850/
and all of the planets are exactly the same and boring

Congrats! You said something that doesnt even remotely apply to the conversation and frankly isnt true. Good JOB :)
Originally posted by TheAvPman:
Originally posted by They/Them ChesseTheFluffyWasp:
and all of the planets are exactly the same and boring

Congrats! You said something that doesnt even remotely apply to the conversation and frankly isnt true. Good JOB :)
not sure how you have 100 hours in no mans sky and haven't realized theres barely any randomization aspects, theres like 20 creatures total with only a few modular parts each and like 20 rocks and plants in different sizes.
TheAvPman Sep 5, 2023 @ 1:10pm 
Originally posted by They/Them ChesseTheFluffyWasp:
Originally posted by TheAvPman:

Congrats! You said something that doesnt even remotely apply to the conversation and frankly isnt true. Good JOB :)
not sure how you have 100 hours in no mans sky and haven't realized theres barely any randomization aspects, theres like 20 creatures total with only a few modular parts each and like 20 rocks and plants in different sizes.

Exactly! I have more than enough hours to tell you that youre full of ♥♥♥♥. There is a heck of a lot to find and I havent seen even half of what the game has to offer after 100 hours. It didnt have much at launch but now its super diverse. But again you still said something that doesnt apply to the conversation so nice job addressing my actual point.
apuppydeer Sep 5, 2023 @ 6:20pm 
Uncompressed 4-8K assets are typically the cause. With a game looking this realistic, it's most likely that they didn't want to risk any sort of compression artifacts (although, those are typically not noticeable by the human eye unless you're smashing your face into an object).

Although, the minimum and maximum size of the game are different there's most likely going to be a free, 4K Texture DLC.

Warzone actively downloads the map as you play the game because of the system space requirement. Western game developers have been creating games that take up this amount of space for a while, it's not a new thing in the industry. Games like Warzone, Destiny, and other games have massively more amounts of content and still use *some* form of compression.

Additionally, this game looks like it has about 4-5 different shown locations. Maximizing the uncompressed textures for each region and prop that would lie in therein locations will bloat the game size-- especially if you don't know what angles props will be seen at, so you can't cut corners in any place. Procedural generation in this case, can, in fact, cause games to take up more space.

Believe it or not, a majority of the space of games is textures, not map files. My largest Unity projects that I've worked on personally haven't even cracked 6 MB in scene files (i.e, the map itself).

TLDR: Uncompressed textures and procedural generation. Yes procedural generation bloats game size more than created maps, in fact, procedural generation is bigger if hours and hours of devtime aren't put into optimizing it.

Source: I work in the industry and have first hand knowledge, take it or leave it.

EDIT: While this game does have Raytracing, it doesn't also mean it's not something you can turn off. There is most likely lightmaps being baked procedural as well. That is where most of the size is saved at, my lightmaps, uncompressed, come in around 30-50 MB in 4k (for the ENTIRE level). Compressed they're at around 12 MB.

That's where procedural generation can save you space.
Last edited by apuppydeer; Sep 5, 2023 @ 6:23pm
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