DRAGON BALL FighterZ

DRAGON BALL FighterZ

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Echorion Jan 26, 2018 @ 3:55pm
Just bought the game...File size is 4.6GB?
File Size seems to only be 4.6GB....

https://i.imgur.com/zpcm9RJ.png

Some might not care about this; but tbh this has me concerned. Giving the game a go right now though, we will see what the actual game is like; maybe this is just superficial.

Edit: So my fightstick which can toggle between both PS3 and PS4 mode does not work with the game in either; that is really annoying and disappointing =/

Edit2: So first thing you do is connect online, and it seems that online play is basically impossible for me. I am on Canada, East Coast and it only offers me 4 servers that are all 64/64 players...so all types of online play seem to be impossible. This is the first actual problem I have encountered that I hold against the game; this is a problem and needs to be addressed.

Going to try playing offline some now since that is all I can do, and tbh all I want to do at the start anyways.
Last edited by Echorion; Jan 26, 2018 @ 4:03pm
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Showing 16-25 of 25 comments
kirkyeehee Jan 26, 2018 @ 5:24pm 
You just need to remember that file size does not equal amount of content. The data made for content is actually really small typically, it's the videos, textures and audio files that bring file sizes up. This game doesn't need extremely highly detailed texture since it's styled after the anime, so the overall game size will be small.
Echorion Jan 26, 2018 @ 5:25pm 
Originally posted by kirkyeehee:
You just need to remember that file size does not equal amount of content. The data made for content is actually really small typically, it's the videos, textures and audio files that bring file sizes up. This game doesn't need extremely highly detailed texture since it's styled after the anime, so the overall game size will be small.

I would check back on what I said earlier.

I do understand that, I just said it's noteworthy, at least to me going in. So far it hasn't seemed to be a problem.
Last edited by Echorion; Jan 26, 2018 @ 5:27pm
Penous Jan 26, 2018 @ 5:27pm 
did you follow the entire video? its weird if it still doesnt work. that method worked for every fight stick that i own and my hori fight pad
Echorion Jan 26, 2018 @ 5:28pm 
Originally posted by Penous:
did you follow the entire video? its weird if it still doesnt work. that method worked for every fight stick that i own and my hori fight pad

It works I can get it to register the prompts in game too; the problems I am having with that are on steams end though.
It is being finicky.
Arndell Jan 26, 2018 @ 5:44pm 
Skyrim was only 6GB on release, without the high rez textures.

As the average PC gamer got 1TB minimum HD's now, often much more, developers mostly stopped bothering with optimizing file sizes out of laziness, as it's no longer as important as back when 500GB hard drives were considered pretty good.

Wildcard are one of the worst for it, ARK was 210GB before I uninstalled it, the files you DL on steam are compressed to about 15-20GB but they uninstall into obscene sizes and often don't even bother deleting their old data when they add one of those 50-200MB a day patches.


I dunno when it started exactly but at some point the masses started seeing huge file sizes as a good measurement for content & quality, when in reality massive file size often means devs just never bothered to reduce it at all, while it would likely be possible to make all their games half the file size at least.
Last edited by Arndell; Jan 26, 2018 @ 5:45pm
Donoghu Jan 26, 2018 @ 5:54pm 
The game is only a few GB in size because of how it has been made. The method used by Ark when modeling their 3D model is something quite simple and easy to reproduce, but it's not widely used because it's one of the biggest pain in the butt when it come to the Q&A.

To put it simple, the game doesn't use 2K and 4K textures in masses like other games with graphics that aims to look realistic. I wouldn't be surprised if each character only have 2 textures that are at 2048x2048 (2K) in size. To give you a comparaison, a game like Injustice 2 has about 18x to 34x 2K or 4K texture PER character. A 2K texture is about 1MB and a 4K is about 2.75MB in size when uncompressed.

The method that Ark have used for this game is like the latest Guilty Gears Xrd. It's a method that has been used in quite some games ever since the PS2, but never at the lenght they went.

Instead of having character with as few polygons as possible and high detailed textures to simulate the details (which is used in realistic games), Ark does it in reverse with high polygon models with flat colors sets on the textures. They also makes uses of LOT of bones per characters.

Lots of polygons and lots of bones doesn't take much space in terms of file size, but it's when you consider the calculation of the normals (faces orientation) of the surface of the model that things gets complex. This is why a game like this can't work on a PS2 while the method could work. Too many calculation at a time for the CPU.

To give you an idea, in a typical fighter game, today, in which cloth physics (or boob physics) are being used and in which the character is an humanoid without any animated extension, we count about 100 to 250 bones for a single character. The character, with the method Ark is using, has about 300 to 750 bones for the same character. That's because they don't use "physics", but instead actual pre-determined animated bones. Each strand of hairs and each "free" part of the clothes of the characters are ALL pre-animated. Ark avoid making use of cloth physics (or if you prefer, boobs physics) because whenever they cut the animation in an anime-style, it would swing around like crazy.

A typical fighting game character has about 70,000 to 150,000 polygons (when you count last gen) being rendered. Arks' character (like in this game) usually have about 400,000 for the same character. This is because they use reverse shell (which double the faces right away) on top of modeling the black lines within the model.

Normally, the lines are part of the textures. Arks makes the line actual mesh-based and put the UVs (unwrapped model part on the texture) overlaping each other and all those black line take barely more than 20x20 pixels on the texture in the end. (You could say that they use vector-based textures in an indirect sense).

This method is impossible to use for a realistic-looking game. It also requires a big artistic vision to understand how to properly manage the mesh' surface with the shadow & highlight system.

This is a video of a shader I have made myself that uses the same method:
https://www.youtube.com/watch?v=7hddR2mp92U
Last edited by Donoghu; Jan 26, 2018 @ 5:57pm
Echorion Jan 26, 2018 @ 6:14pm 
Mountain out of a molehill people xD
Doc Holiday Jan 26, 2018 @ 6:20pm 
Originally posted by Galaxitus / Donoghu:
The game is only a few GB in size because of how it has been made. The method used by Ark when modeling their 3D model is something quite simple and easy to reproduce, but it's not widely used because it's one of the biggest pain in the butt when it come to the Q&A.

To put it simple, the game doesn't use 2K and 4K textures in masses like other games with graphics that aims to look realistic. I wouldn't be surprised if each character only have 2 textures that are at 2048x2048 (2K) in size. To give you a comparaison, a game like Injustice 2 has about 18x to 34x 2K or 4K texture PER character. A 2K texture is about 1MB and a 4K is about 2.75MB in size when uncompressed.

The method that Ark have used for this game is like the latest Guilty Gears Xrd. It's a method that has been used in quite some games ever since the PS2, but never at the lenght they went.

Instead of having character with as few polygons as possible and high detailed textures to simulate the details (which is used in realistic games), Ark does it in reverse with high polygon models with flat colors sets on the textures. They also makes uses of LOT of bones per characters.

Lots of polygons and lots of bones doesn't take much space in terms of file size, but it's when you consider the calculation of the normals (faces orientation) of the surface of the model that things gets complex. This is why a game like this can't work on a PS2 while the method could work. Too many calculation at a time for the CPU.

To give you an idea, in a typical fighter game, today, in which cloth physics (or boob physics) are being used and in which the character is an humanoid without any animated extension, we count about 100 to 250 bones for a single character. The character, with the method Ark is using, has about 300 to 750 bones for the same character. That's because they don't use "physics", but instead actual pre-determined animated bones. Each strand of hairs and each "free" part of the clothes of the characters are ALL pre-animated. Ark avoid making use of cloth physics (or if you prefer, boobs physics) because whenever they cut the animation in an anime-style, it would swing around like crazy.

A typical fighting game character has about 70,000 to 150,000 polygons (when you count last gen) being rendered. Arks' character (like in this game) usually have about 400,000 for the same character. This is because they use reverse shell (which double the faces right away) on top of modeling the black lines within the model.

Normally, the lines are part of the textures. Arks makes the line actual mesh-based and put the UVs (unwrapped model part on the texture) overlaping each other and all those black line take barely more than 20x20 pixels on the texture in the end. (You could say that they use vector-based textures in an indirect sense).

This method is impossible to use for a realistic-looking game. It also requires a big artistic vision to understand how to properly manage the mesh' surface with the shadow & highlight system.

This is a video of a shader I have made myself that uses the same method:
https://www.youtube.com/watch?v=7hddR2mp92U
Thanks a lot for the deatailed in depth post, my friend. I feel even better having bought this game
File2ish Jan 26, 2018 @ 6:37pm 
Game file size doesn't necessarily equal the amount of game content, as other's explained. A simple comparison would be vanilla Street Fighter V, which was over 10GBs and only had Survival and Training mode as the offline content, and Dragon Ball FighterZ; which has a full story and everything else you'd expect in a fighting game.

If you still can't get your fight stick working, try setting it up in Steam's Big Picture Mode controller settings. You can make any Dinput (PS3 toggle of your stick) work as Xinput (Microsoft's controller software standard). My Madcatz TE2 works no issue.

As for the servers... yeah it sucks. If I recall, ArcSys did this in GGXrd, haven't played too many anime fighters lately. It made sense in GG since the game is very niche and the playerbase is pretty low compared to the likes of the other big non-anime fighter games. Dragon Ball is a huge intelectual property and they should have forseen this being an issue. Even on the US side, where there are 10+ servers, they've all been full the whole day. Granted it is only day 1, and over time the numbers will dwindle.
Echorion Jan 26, 2018 @ 6:38pm 
For something that "doesn't matter" people sure want to talk about that specifically a lot xD
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Date Posted: Jan 26, 2018 @ 3:55pm
Posts: 25