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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.
https://store.steampowered.com/app/275850/
Congrats! You said something that doesnt even remotely apply to the conversation and frankly isnt true. Good JOB :)
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.
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.