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Докладване на проблем с превода
The code has empty space purposely built in for later patches, fixes, and additions... lazy coding
If you are really interested in the subject then research bloatware and designed obsolence too.
What developers fail to realize is that a good game will still sell and be popular even if it uses Xbox 360 level graphics in 2023. Look at f-ing Minecraft. 16x16 textures on blocks. Best selling game in all of history. AAA developers have their priorities all twisted and screwed up.
Many games are near photorealistic, many games have rather sophisticated AI or wildly more sophisticated logic in play regarding combat or strategy than in previous generations of games.
But the principle of "work with what you have". So you use the hyperthreaded whatnot because you have it.....or was a game written for 8bit CPU's and 64k of RAM "better".
In that regard it's not better or worse, it's what you can do with the resources available.
8 bits per channel, 3 or 4 channels per pixel, 8 million pixels on the screen... At least one unique texture for each building, vehicle, character... Overworlds that rival real world cities in size...
Voice acting is a lot of data but it's peanuts compared to the textures. What do they run it at, 44k 16 bit? Something in that ballpark. Usually they record at absurd fidelity but resample for the game itself. Using that as a baseline, one Megabyte is 11 seconds of audio. If somebody recites the whole Lord of the Rings, we're talking 12 or so Gigabytes.
Those are console games, they are known for poorly compression.
As for this game, the scope of it and what it entails graphically is one thing, even with compression.