It’s like Moore’s law. The number of bytes for a basic app doubles every 2.5 years.
When I was young, we’d get a few different games games on a single 1.4 Mb floppy disk. The games were simpler, sure, but exactly the same games now would be far bigger in bytes.
At least games make sense, as the graphics get better. Though in some cases, the compression is also better. Like PS5 games are smaller on average than their PS4 versions, even though they have higher resolution textures in most cases, just because the PS5 has better compression/decompression tech.
Better than that, the lack of reliance on spinning disks means that asset duplication and data read order is less of a requirement to reduce load times. It can still be argued that there’s just too many polygons, since simply scaling things back would be plenty effective in reducing storage usage and load times.
Like PS5 games are smaller on average than their PS4 versions
My favorite example of this is Subnautica. The system didn’t call on the assets as quickly, or a different way I can’t remember all of the details but essentially they had to put like five copies of every asset on the ps4 version to get it to run properly. The ps5 accesses the assets fast enough it only needs one copy. At least that’s how it was explained to me.
Games is the one example that actually makes sense though. The game code size hasn’t really increased tremendously, but the uncompressed assets have only gotten more detailed and more numerous.
It’s like Moore’s law. The number of bytes for a basic app doubles every 2.5 years.
When I was young, we’d get a few different games games on a single 1.4 Mb floppy disk. The games were simpler, sure, but exactly the same games now would be far bigger in bytes.
At least games make sense, as the graphics get better. Though in some cases, the compression is also better. Like PS5 games are smaller on average than their PS4 versions, even though they have higher resolution textures in most cases, just because the PS5 has better compression/decompression tech.
Better than that, the lack of reliance on spinning disks means that asset duplication and data read order is less of a requirement to reduce load times. It can still be argued that there’s just too many polygons, since simply scaling things back would be plenty effective in reducing storage usage and load times.
The other problem for bigger GB games is texture resolution. Games don’t always need 8K or 4K textures. 2K is good enough.
My shitty eyes can’t detect any difference past 720p
I only notice that the bigger the resolution, the smaller the text when the game in question has poor scaling options for the 2D elements…
My favorite example of this is Subnautica. The system didn’t call on the assets as quickly, or a different way I can’t remember all of the details but essentially they had to put like five copies of every asset on the ps4 version to get it to run properly. The ps5 accesses the assets fast enough it only needs one copy. At least that’s how it was explained to me.
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Compression is mostly done in software.
uh, bad news for you.
All programming is done in software my guy.
Great! Your point?
Games is the one example that actually makes sense though. The game code size hasn’t really increased tremendously, but the uncompressed assets have only gotten more detailed and more numerous.