• @SaakoPaahtaa
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    41 year ago

    From the games I’ve seen, all of them have used compressed textures. It’s the industry norm my dude. I don’t think I have ever seen an uncompressed dds in the wild

    • @MeanEYE
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      01 year ago

      You are confusing compressed textures and compressed files. Texture compression is used to give older hardware a chance to render anything by reducing quality of texture which is stored on the GPU. Yes, it has been industry norm since forever, also, not what we are talking about here.

      • @SaakoPaahtaa
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        31 year ago

        Textures are files. Wth are you talking about, have the game run from winrar?

        • @MeanEYE
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          -21 year ago

          You really have no idea what you are talking about, do you? There are archives optimized for game asset storage. But even then, yes, there are actually games which do this. Whole of Quake and Doom series (older versions anyway) used zip archives. Source engine also stores its assets in archive. Pretty much every major engine supports one form or another of asset packaging with or without compression. No one saves PNGs and WAVs anymore.

          • @SaakoPaahtaa
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            01 year ago

            Yea you mean archives, another one of the industry norms? Wouldn’t necessarily call them compressions as the size difference is sometimes insignificant, but I seem to be missing your entire point, what is it? What are game devs doing wrong?

            • @MeanEYE
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              -21 year ago

              Lack of compression. Hence huge game sizes. Lack of optimization as well.

              • @SaakoPaahtaa
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                01 year ago

                We already went through compression, that is not the issue as basically every game is already compressed.

                Optimization, as I understand usually regards the coding/scripting part of things. That has arguably 0 effect on filesizes.

                So tell me, what are game devs doing so wrong they accidentally or through sheer laziness added 100s of gbs of useless data?

                • @MeanEYE
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                  -21 year ago

                  Have you ever made a game? Or worked with engine? Wrote code…etc.? I’d hazard a guess no because optimization is not “coding scripting thing”.

                  Here educate yourself an learn a bit about asset consolidation.

                  And stop asking stupid questions about “what are developers doing wrong”. Unless I have their source code, I can’t tell, can I? But game size definitely grows by poor optimization which you don’t realize goes beyond including middleware and copy pasting code. From image compression to audio, etc. Never though I’d have to explain that MP3 is smaller than WAV file and that constitutes optimizing an asset, but here I am.

                  • @SaakoPaahtaa
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                    2
                    edit-2
                    1 year ago

                    Have you ever made a game?

                    No

                    Or worked with engine?

                    Yes

                    Wrote code…etc.?

                    Yes.

                    I’d hazard a guess no because optimization is not “coding scripting thing”.

                    And that’s where you’re wrong.

                    Here educate yourself an learn a bit about asset consolidation.

                    Again, archives are not compressions. At least to the point where you saved 100s of gbs of storage for using them.

                    And stop asking stupid questions about “what are developers doing wrong”.

                    No I wont, you seem to think game devs are lazy shitters who don’t know what they’re doing and that’s the reason games today are big. The reality of audience wanting higher resolution graphics for their higher resolution screens to display is but a side problem, it’s the devs laziness that’s the real problem. I guess game devs themselves never made a game, worked with an engine or wrote code.

                    But game size definitely grows by poor optimization which you don’t realize goes beyond including middleware and copy pasting code.

                    Sure, let’s assume so. An “unoptimized” game (whatever that even means in practice) is, let’s be generous and say, 1gb bigger. Now all you have to shave off is 99gb more. What do you do, “optimize” more? Bro just optimize lmaoo, optimize these 4k textures to the point where they are indistinguishable from 256p, gamers love buying a 4k game that just eats VRAM but looks like PS2 Lara Croft, that’s optimization bro.

                    From image compression to audio, etc. Never though I’d have to explain that MP3 is smaller than WAV file and that constitutes optimizing an asset, but here I am.

                    Now I know sound files are also a big part of the games filesize, but I’m not an audio guy and honestly textures generally take way the fuck more space from games. Looking at Skyrim for example, the sounds+voices archives, including music, soundfx and voices are around 3.3gb, textures (9 separate archives) total a 7.5gb, more than half of the total 14.5gb data folder.

                    So yeah just optimize bro, what are you lazy bro?