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LOL, that's gold m8.
People are seriously freaking out about the DL-size not being mega-tits huge like GTA V?
Mad Max 32 gb
MGSV Phantom Pain 28 gb
These are all how much hard drive space they take up
FO4 will take up 30 GB when uncompressed
So nothing out of the ordinary here.
Ususally you don't have to download the whole game, but extra language files which can amount to several Gigabytes of data. I'm French as well, but always play in English and Steam never allows me to choose the language before installing the game. I always have to go into properties after the install is done, to manually change the language... which triggers another download of 4 to 5 Gb depending on the game of course.
Not convenient at all.
They said that they were playing 400 hours and were still finding loads of new areas and things to do, so it's far beyond 400 hours. I'd even say 800 hours or more.
oops...er...uh...I mean...awwwww....sorry, kids. honest...mean it sincerely...yep. luvs ya.
Very informative, however the idtech 5 engine I thought from a programming perspective was straight up ingenious. But in a uncontrolled environment was poorly planned. But in a good setup designed for it the lag was almost imperceptible. Cooked data is just a fact of life for modern games. Are there any AAA games that don't have it? No, because data is cheap. It's a cost passed on to the consumer.
800 I doubt, though they did say the game map was like 3 times bigger then Fallout 3 so maybe
+1 internets
Fallout doesnt cook their data per level. I already covered this on page 3. MGS V is 28gb, and thats reasonable for it. far cry 4 is the WORST pc port to bring into this, not only does it have alot of dupes despite NOT using cooked data, the formats arent optimized for file size on pc. Titanfall is 38GB of AUDIO. and 12GB of game. Why? well simply because they're idiots and stored over half of the files as 8-track raw audio, when for almost all those files 2-6 of those tracks are just 0db constant (not used, but still stored raw (no compression means 5 seconds of silence takes up as much space as 5 seconds of noise) during initial audio decompression when installing content on first run.) Wolfenstien uses the most idiotic texture system for it's levels, where every bit of every wall is painted in editor, instead of using tiles textures with overlays for unique details. Have you every looked at the new order's files? 38gb is just the texture pages. and 8gb is actual game sounds, character models, other meshes, and non-world (npc/clutter etc) textures, etc.
Also preloads are always compressed and encrypted so you cant poke around before hand. they also dont include exes and dlls just on the off chance someone tries to brute force it and gets lucky. the game without season pass content (which wont be out for pass holders on release anyways) is 30gb. the archives the game uses are most likely compressed. probably a new version of bsa (bethesda softworks archive) just like skyrim had a new version of fallout 3's, and fallout 3 had a new version of the original ones in oblivion.
I will say the logic behind idtech 5 and carmack's plans for idtech 6 and onward looked amazing on paper. But I would say a more ideal way to handle megatextures would be akin to what quake enemy territory (idtech 4 mp game, had megatextures) did with it (10 or so multiplayer maps using it) versus Rage's use of it (big open world). Open world isnt really suited to mega textures, because more visibility means more unique textures to store. The new order does make use of far more consistent objects in corridors, and uses a sort of prefab system indoors to make the texture quality overall better than Rage, while still being around the same file size.
TW3 doesnt use cooked data. Most open world games dont use cooked data because they are just one big world and then interior cells. MGSV doesnt use cooked data, and its engine is a work of art that puts other engines to shame in scalability and ratio of performance needed for visual quality. Pretty sad they wont liscense it, fox engine itself is the crowning achievement of kojima studios.
Call of duty is pretty much the king of cooked data. around the time they transitioned to the next gen consoles, their filesizes shot up ridiculously high. they started packing all textures per level, not just level specific ones. those .xpak/.ipak files? thats them. funny thing is the games dont even look that amazing, outside of pre-rendered cgi cutscenes that dont count at all, I'm looking at you advanced warfare, or certain player allies in scripted scenes.
Steam\steamapps\depotcache the .csd files are here. they are encrypted using assymetric encryption, and executables arent included. when preload unlocks, executables will be downloaded and generated with Steam CEG protections (ties game's executable to your steam account via a few file and registry checks)