• Ms. ArmoredThirteen@lemmy.ml
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    1 year ago

    Meanwhile, Deep Rock Galactic: solid mechanics, good community, worth so many hours of fun, no microtransactions, no FOMO for their season rewards, and stylized low poly graphics that make every cave gorgeous to look at: 3gb and only $30

    • wia@lemmy.ca
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      1 year ago

      I don’t understand what happened with this game…

      My bothers and I played it quite early on and it was fine. We didn’t stick with it or anything. Just another spot to play together. No one was talking about it or anything.

      Then like a year later everyone is going nuts about it. We see it pop-up everywhere.

      • ours@lemmy.world
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        1 year ago

        It’s a game that gets quite repetitive. And I say that as someone who has played it regularly since Early Access.

        I play it, have tons of fun until it’s all the same again and again, I forget about it, devs release new free stuff, I try the new stuff… repeat. I can see some people giving up on the game for good but it’s a game best played occasionally.

        Oh, and the online community is surprisingly friendly and non-toxic for the most part.

      • Ms. ArmoredThirteen@lemmy.ml
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        1 year ago

        For me I got into it because I wanted a game that bridged mine and a friend’s interests. I like mining things and she likes shooting things. So I’m driller main she’s gunner main and it works great. I’ve stuck with it and been so excited for it because the devs are phenomenal. They work with the community, don’t try and screw us every chance they get, the game is just fun and the devs seem like they have fun too. It is so refreshing having a game that isn’t hot garbage. I also actually really like multiplayer sometimes but almost always that means dealing with hordes of super toxic players. That just doesn’t happen with DRG almost everyone is so friendly and most people who see me doing absolute nonsense join in on it instead of telling me to play better. I tell everyone about DRG because of how rare it is to find a game with good devs and good multiplayer.

    • Alivrah@lemmy.world
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      1 year ago

      You made me go check it out after reading this comment and I’m definitely buying it after I finish some games I need to complete first. Looks awesome!

      • Ms. ArmoredThirteen@lemmy.ml
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        1 year ago

        Hey if you want to hit me up when you try it I’ll show you the ropes. Be warned though I play driller almost exclusively and am basically a semi-sentient warcrime

  • SuperSecretThrowaway@lemmynsfw.com
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    1 year ago

    Without reading the article:

    • High resolution textures
    • large maps
    • audio
    • Internet cache
    • shaders
    • code left for debugging and data collection
    • Kyrgizion@lemmy.world
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      1 year ago

      All of those are in good faith. A part of it is in bad faith as well though. Studios forgoing or at least deprioritizing optimalisation. Why waste weeks on Q&A when you can just yawn and tell consumers to upgrade if it doesn’t affect your bottom line?

      Case in point: COD MWIII All of the internet is (rightly) shitting on it but Activision won’t care because they’ll likely still sell several million copies. What incentive does that give them to NOT fire entire Q&A departments and pocket those cost savings on top of the profits?

      • Aux@lemmy.world
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        1 year ago

        QA what? You can’t QA and optimise huge ass textures to fit into a gig. I can tell you a story about high res images. My partner is a photographer. She did a commissioned project of 7 collage photos to be printed in large scale. She bought a 512 gig drive to work on a project. These 7 photos took 95% of the space of this drive in the end. Yeah, 500 gigs for 7 bloody photos!

          • Aux@lemmy.world
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            1 year ago

            They are collages, meaning that each PSD file contains multiple super high res photos. But the end result is just 7 huge pictures on the wall.

            As for the final pixel size, I don’t remember now, but they’re over 100mpx of 32 bit per channel of image data (that’s 16 bytes per each pixel instead of regular 4).

    • addie@feddit.uk
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      1 year ago

      With reading the article:

      • console discs have 60 GB of space, might as well export your assets at a quality which fills it

      Your sight-unseen summary is far too detailed in comparison.

    • Doug@midwest.social
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      1 year ago

      And readily available resources. No need to put effort into space saving tricks when space is so easy to come by

      • tal@lemmy.today
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        1 year ago

        Plus downloadability. If you don’t plan to play a game for a while, you can delete it and free up space, and have the ability to download it later.

        Plus, expandable storage. If a player wants more space, I think that everything out there today is expandable, even consoles, without replacing existing storage. If, say, 10% of the player base wants to keep a larger library downloaded than their console’s internal storage can handle, and the base console doesn’t have enough space, they can just throw another USB drive on the system.

        I guess maybe for portable devices, it could be obnoxious to carry the storage around.

        • Doug@midwest.social
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          1 year ago

          Nah, portable devices use portable storage. The space available in microSD is nuts

          • ElderWendigo@sh.itjust.works
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            1 year ago

            If by nuts you mean, a very modest low single digit terabyte range. Which, according to the game sizes cited in the article could only hold around 6-10 games per terabyte. Given the way games tend to disappear from online sources over time, that doesn’t seem like enough space to me to really keep all those digital purchases. I guess if most of them will become abandonware eventually anyway when the companies shut down their servers, it hardly matters.

            • Doug@midwest.social
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              1 year ago

              Yes, that’s nuts. I used to be very happy to have less than one and a half megs on something wider than a deck of cards. Now you’re talking about terabytes on something the size of a pinky fingernail. I could store a half dozen in a pocket in my wallet without noticing them. That’s a lot of storage.

              For the record, only 6-10 games is also about 5-10 games more than I could store on one of those floppies, and if it was one it was an old game. It’d be akin to putting Halo: CE (not remastered or anything, original) on a micro SD.

              So, yeah, storage is plentiful and readily available.

              • ElderWendigo@sh.itjust.works
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                1 year ago

                Yeah, I remember. My favorite DOS game was Scorched Earth, which fit on a high density 1.44MB floppy disk. But that was the point of the article. Space used to be at a premium and a terabyte used to feel like more space than I’d ever need. Now a terabyte is only just enough for portable devices because the cost of extra capacity was increasing so fast and development of space saving tech seemed like a waste of time, but that trend of increasing capacity and decreasing cost has significantly plateaued (as shown by the graph in the article).

    • PepeLivesMatter@lemmy.today
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      1 year ago

      Gamers: “we want photorealistic 3D graphics in 4K resolution!”

      Also gamers: “why do games take up so much space these days?”

      • RedditWanderer@lemmy.world
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        1 year ago

        It might not be their goal because large files have performance ramifications, but if they can they save on cpu by taking space.

        Plus they know their players don’t play their entire catalog and stick to specific franchises because games are so fucking expensive, so now they make you have to gamble if you’re going to buy this other game an wipe your console to just stick with what’s installed. For live service games this is definitely profitable.

    • miss_brainfart@lemmy.ml
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      1 year ago

      Isn’t it funny how Nvidia wants you to use upscaling so badly for Raytracing to perform as well as they market it to, but then Raytracing itself needs more VRAM to run properly in the first place?

      Nothing about their products makes any technical sense anymore, it really is just one giant middle finger at this point

      • MotoAsh@lemmy.world
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        1 year ago

        I mean, vram IS expensive. Though what nvidia did was charge for cards that should’ve had more RAM and pocketed the difference… scummy shitheads.

  • arc@lemm.ee
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    1 year ago

    Online services like games consoles and the likes of Steam / Epic should really allow games to be bundled such that users can choose to only install the “recommended” content rather than everything - the textures for their display & graphics card and multimedia and other assets for their region & localization. If a game is level based they could even grab it the first time it is used, rather than all up front. I bet in a lot of cases it would shave 30% off the download size.

    Another source of bloat would be duplicate content - a hold over from hard disks where the cost of seeking an asset meant game data files would hold duplicates of assets wherever they were needed to load-in which increases bloat. In the days of SSDs, that should no longer be necessary but I bet a lot of games still do it anyway. Publishers just need to decide if they’re going to support HDDs or not and if the answer is not, then stop bloating games for no reason.