• @ProfessorProteus
    link
    English
    11312 days ago

    I was shocked to find out that Balatro was like 80 MB to download. You don’t need million-poly models and 8k textures to make an really good game. Granted, yeah it’s a 2D game, but it’s a beautifully-presented one.

      • dinckel
        link
        English
        6512 days ago

        Games like that have nothing to prove. The product speaks for itself.

        Meanwhile, games that take up 300gb of your disk often do this purposefully. In the case of console games, they know it will monopolize your system. The game usually isn’t even enjoyable, but it’s too big to delete randomly, so you gaslight yourself into committing to it

        • @affiliate
          link
          English
          2111 days ago

          each cod game also costs around 450 million dollars to make, so i can’t help but imagine that some of the file size bloat is caused by a need to “justify” the budget in some way. because as we all know, 300gb games have so much more game when compared to a measly 60gb game. you won’t be getting dynamically sized horse balls in a game that only takes up 60gb.

            • @affiliate
              link
              English
              19 days ago

              it’s 120gb which is less than i was expecting but still way too much. i have no idea what the call of duty games could possibly be doing to justify 240gb. its utterly insane. that’s more than like 4,500 times the size of quake 1.

        • @Zahille7
          link
          English
          711 days ago

          Aka: CoD. I honestly still don’t understand how people can justify to themselves the $70 price point for each game, or the sheer ridiculous size of the fucking thing. It’s gotta be mental gymnastics, right? Are they really that good that people will overlook the bullshit like shitty launchers and Warzone bleeding into how the games play nowadays?

      • skulblaka
        link
        fedilink
        English
        1712 days ago

        Animal Well is a staggering work of art on multiple fronts, not least of which is the code golf required to keep its size so small. Incredible game.

    • SkaveRat
      link
      fedilink
      English
      2211 days ago

      whatever you do, don’t look into its code.

      It’s basically a single lua file with more if/else/switch nesting than god intended

      (unless it was refactored in the last couple months)

      • JackbyDev
        link
        fedilink
        English
        2311 days ago

        Why not? On the same way you don’t need amazing art to make a fun game, you don’t need amazing code either. If the game is fun then it’s a success.

          • @hypnicjerk
            link
            English
            510 days ago

            balatro: oh dear, oh dear. gorgeous.

            yandere simulator: you fucking donkey.

      • dual_sport_dork 🐧🗡️
        link
        English
        1311 days ago

        Apparently Undertale works this way as well. All of its dialog is one massive switch statement.

      • @[email protected]
        link
        fedilink
        English
        511 days ago

        Yeah a lot of games have shit code and always have. Real time strategy “ai” is especially egregious if I remember right.

      • @[email protected]
        link
        fedilink
        English
        311 days ago

        Liibraries with their dependencies can take up a fair bit of that space easily these days. I dunno how many would be used in a game like that but that’d be my guess for the space needed.

        • Mia
          link
          fedilink
          English
          0
          edit-2
          11 days ago

          Absolutely not. Compiled code is small, really small. I’d be surprised if the engine* itself as a whole was more than a gigabyte in size. It’s all about the assets that are included, how badly they’re compressed and how uselessly detailed some of them are.

          *The embedded one of course. The editors are unruly beasts that’ll guzzle up your disk space, but then again it’s probably a similar situation…

          • @[email protected]
            link
            fedilink
            English
            111 days ago

            We’re only talking about 80MB though, at work just the core Grape City Active Reports dlls are 32MB that’s not even including the dependencies (everything seems to use extra system. Dlls on windows). A simple aspx web forms project I’m looking at with maybe 1MB images is still 120MB, granted it’s not optimized or anything and 32MB is from Active Reports

            • Mia
              link
              fedilink
              English
              211 days ago

              Oops I’m stupid. I didn’t notice this was about Balatro, I lost track of the comment indentation and thought it was a general discussion. Yeah it’s probably the runtime and the other stuff then, my bad…

      • This is fine🔥🐶☕🔥
        link
        English
        111 days ago

        Going against the grain here but I’d like to see a mod or DLC that changes pixel-art to vector art or something. Or maybe something like Windows 7 Solitaire?🤞

  • @[email protected]
    link
    fedilink
    English
    76
    edit-2
    11 days ago

    I redownloaded Stardew Valley last night and was amazed to find it’s still less than a Gigabyte.

    I know it’s not the same as a hyperrealistic 3D game, but I’m still amazed at how much stuff he keeps adding, but it hasn’t even scratched a GB.

    • @[email protected]
      link
      fedilink
      English
      36
      edit-2
      11 days ago

      Pixel art is very space efficient. Thats how pixel art originally came about, back when computers/consoles/cabinets didn’t have memory for bigger textures, or the capability to even display the full resolution and colour palette of the monitor/tv within the time of one frame.

        • @[email protected]
          link
          fedilink
          English
          15
          edit-2
          11 days ago

          In part - the entire game takes only a few hundred megabytes and can be played on anything but a toaster.

          But it’s also the great concept, the simplicity, the legacy, the compatibility, and the insane amount of mods able to significantly alter your gameplay or visuals.

          As a simple but deep and visually appealing sandbox, it managed to capture many audiences - creatives of all kinds, replica makers, casual survival players, automation/industrialization fans, computer enthusiasts, and many more.

          It also helped that Minecraft is extremely easy to pirate and also long-lived, making many enter it as pirates and purchasing a copy later on (or staying pirates and still generating a lot of content for the community).

    • Tarquinn2049
      link
      English
      311 days ago

      Hehe yeah, the whole game is the size of one objects collection of textures in some other games.

  • @Dr_Box
    link
    English
    5212 days ago

    Valheim, a massive open world filled with interesting monsters and beautiful stylistic graphics is 1gb

    • @starchylemming
      link
      English
      3212 days ago

      to be fair, the 4k textures etc take up most of the space in large 3d games. valheim has a low poly and low quality textures style with a lot of repeats. it only looks good thanks to lighting.

      with such a design choice you have an unfair advantage over photorealism and large variety.

      we should however compare different games of the same style. did they use the 8k ulta detailed Hamburger models or did they actually think about Ressource and space management ?

      • @Zahille7
        link
        English
        1311 days ago

        It’s also, as tons of people have said about the Arkham series, about art style. The Valheim style looks really good because they have incredible artists working on the game.

        Just like Arkham Knight is still one of the best looking games I’ve ever seen even though it’s almost 9 years old, Valheim will still probably look just as good the same amount of time later.

        • @[email protected]
          link
          fedilink
          English
          09 days ago

          The high resolution bristles were necessary to prevent plague to the teeth of the characters, from the microscopically 3d scanned streptococci.

    • @Noblesavage
      link
      English
      611 days ago

      I agree. We’re not the first ones to point it out, but theres a strong argument to be made for graphical style over graphical fidelity. Working to achieve a particular stylised choice tends to give a visual medium greater longevity.

      There’s a reason why people remember details about Jurassic Park over something like Avatar; or Star Fox over the latest Call of Duty.

      Technology has made some things look better over the years, but the things that really get remembered visually are the style choices.

      Just because one game takes up a quarter of your hard drive doesn’t make it more impressive than a sub 1 GB game.

      • dual_sport_dork 🐧🗡️
        link
        English
        211 days ago

        That and with stylized graphics you stand a much greater chance of being able to see just what the hell is happening on the screen.

    • @[email protected]
      link
      fedilink
      English
      511 days ago

      The sun shining through the mist in the forests is incredibly atmospheric…

      The models may look like they’ve escaped from a PS1 game, but it knows where it needs the graphical shit.

  • @TwoBeeSan
    link
    English
    4312 days ago

    Downloaded factorio yesterday at a wopping ~1.5 gig

    What game is this?

    Have noticed western devs typically can’t reduce file size for shit. Something like killing floor 2 is 97 gigs and elden ring (last i looked) was under 50

    • @[email protected]
      link
      fedilink
      English
      6
      edit-2
      11 days ago

      In relation to Western devs, I think this is essentially just that it’s easy to just pile in more assets, but it can be tricky slimming down again, because you need to be certain that something really isn’t used before removing it. So many games never get around to the slimming down part, also because it isn’t really directly profitable to them…

      I will highlight 1 case though. Hitman 2 was 149 gig, and included the levels for Hitman 1 and 2. But Hitman 3 was slimmed down to 60 gigs while including all of the content from Hitman 1, 2, and 3.

      • @TwoBeeSan
        link
        English
        111 days ago

        Damn that’s like nothing.

        Have not gotten space age yet

    • idunnololz
      link
      English
      311 days ago

      TBF Maple story is 40gb today. The game is 2d.

  • andrew_bidlaw
    link
    fedilink
    English
    3511 days ago

    Game’s size depends on many factors. Besides devs’ laziness or the abundance of inique assets and dupes, I had a fun ride with Vermintide 2 whose devs were able to cut game’s size from 100gb+ to 60gb+ at once because they added all incrimental updates as additional archives and also prefered to have all assets for one level in one place even if they are shared, so it grew out of proportion over the years before they decided to cause a complete asset restructurement and dublicate hunt before the major update. It made players redownload big chunks of the game but resulted in a way less terrifying size to those players they wanted to start it or return into.

  • @[email protected]
    link
    fedilink
    English
    3012 days ago

    When games get this big it merely ensures that they get uninstalled the moment I lose a bit of interest.

    • @[email protected]
      link
      fedilink
      English
      211 days ago

      For me it ensures I don’t install them in the first place and just don’t buy the game

    • @[email protected]
      link
      fedilink
      English
      19 days ago

      On the + side, this keep HDD sales up, which would otherwise have dropped low enough for most consumer facing markets to shut down long before the rise of home made NAS devices

  • @pogodem0n
    link
    English
    2211 days ago

    Sekiro is only 13GB and I think that’s very neat

    • @FooBarrington
      link
      English
      1411 days ago

      I’m sorry, but I just need to come out and say it.

      Sekiro is a good game.

  • @[email protected]
    link
    fedilink
    English
    1812 days ago

    What 8GB. Some of the best games ever fit in a floppy disk (a real life save icon for the gen z people around here).

    • @Voyajer
      link
      English
      2012 days ago

      A floppy? How many copies of kkreiger do you need?

        • @[email protected]
          link
          fedilink
          English
          4
          edit-2
          11 days ago

          The first section of my disc box was for demos. The rest for games. The games sometimes got overwritten, but the demos never got sacrificed, because those were hard to get.

          These days I just go to pouet.net and watch the YouTube clips. I know, it’s a ridiculous procedure to stream megabytes of video to watch a 100kb demo run, but I just can’t be bothered to make my pc run anything by itself anymore.

    • @Beardsley
      link
      English
      412 days ago

      Lmao, I didn’t know someone could be condescending about floppy disc’s, but here we are.

    • @Retro_unlimited
      link
      English
      312 days ago

      Back in high school i had a floppy with an NES emulator and several games. Was able to play nes game on school computers. Never got caught doing that lol

  • @[email protected]
    link
    fedilink
    English
    1810 days ago

    There are plenty of 8GB games, we need to lower our expectations.

    you don’t get 4k with matching textures and pre-lit levels the size of texas for free.

    Go back to 8GB and 3-4 year releases

    • @Psythik
      link
      English
      210 days ago

      So what you’re saying is that we need more ray traced games. Don’t have to waste a bunch of space pre-baking lighting when it’s calculated in realtime!

      • @[email protected]
        link
        fedilink
        English
        210 days ago

        That helps. We are heading that way. But as a whole we’re just chasing the prettiest most expensive graphics. Nobody gives a damn how the game plays or how it performs. Or demanding huge worlds, Hi-Rez, high refresh rate, and then bitching about it.

  • @[email protected]
    link
    fedilink
    English
    1812 days ago

    8gb is probably a bit too small for most photorealistic style games at maximum settings, but maybe they should introduce optional games asset support to steam. No point downloading the full resolution textures if you’re playing on low texture settings.

    • Tarquinn2049
      link
      English
      811 days ago

      Yeah, alot of games in their own launchers have that option, but bought through steam don’t, steam needs a clean way of supporting multiple install formats, I guess.

        • Tarquinn2049
          link
          English
          211 days ago

          Halo lets you choose to not install the 4k textures in steam? And they use the dlc system to present that option? That doesn’t sound like it would be super clear. But I’ll check it out and see. Which halo?

          • @[email protected]
            link
            fedilink
            English
            110 days ago

            Iirc infinite. Master Chief collection does have the remasters separate but not textures.

            • Tarquinn2049
              link
              English
              110 days ago

              Ok, yeah. That’s reasonably clear. More games should take advantage of that. It could probably also still be done similar to how other launchers do it too, but looks like the DLC system can at least handle it for now. Honestly, it’s better that it’s an opt-in system than an opt-out. Very few people still tend to play games at a resolution and with hardware that truly benefits from having textures set to ultra. Especially for competitive shooters, since hitting your monitors max refresh is more important. The hardware to hit 200+fps at 4k with ultra textures is basically only the people whose videocard cost more than the rest of the computer combined, likely double.

  • What’s that FPS someone made to be as small of a file as possible? It’s like a Quake rip-off, but the game runs as a single executable and is small enough to barely take up the space of a floppy disk (like just a few kilobytes)?

  • @Psythik
    link
    English
    1410 days ago

    I miss the days when you could choose to stream most of the large assets directly from the CD, because taking up 600MB on your hard drive was too much to ask for.

    • @[email protected]
      link
      fedilink
      English
      310 days ago

      I don’t miss those loading times though; for better or worse, SSDs have changed the game (no pun intended).

    • @Gradually_Adjusting
      link
      English
      610 days ago

      It’s great though. Every time I figure something out in that game I feel like the greatest MFer in the universe, and the rest of the time there are cute animals. And it was made by a single unhinged man. Top shelf, game of the decade.

  • @[email protected]
    link
    fedilink
    English
    1211 days ago

    This is how I felt with bg3. Like I know there’s a lot of little assets for every bookshelf and basket type you have to click on incessantly, but…150GB for a third person isometric? Is every book ready for rendering at 8k or something?

    • @[email protected]
      link
      fedilink
      English
      23
      edit-2
      11 days ago

      It’s not isometric though, the camera can be controlled, zoomed in/out/rotated, and it has a full 3d world. And it’s huuuuge. Don’t get me wrong, I don’t think any game should be that large, but BG3 has at least some justification for it.

      • @[email protected]
        link
        fedilink
        English
        211 days ago

        I don’t even think the world is that big. There’s just a lot in it.

        I did try to google the size of the map, but got a horseshit AI slop answer that wasn’t based on any kind of reality.

    • @[email protected]
      link
      fedilink
      English
      1211 days ago

      I think it’s probably the gargantuan amounts of super hi definition audio that do BG3.

    • @pyre
      link
      English
      1010 days ago

      it’s a game with an insane amount of dialog and narration, with branching stories. that’s a lot of audio. people underestimate how much voice acting adds to the size.

      also this is not a old-school isometric game with prerendered assets converted to 2d backgrounds and sprites; it’s fully 3d, and it uses closeup angles for dialog and cut scenes so the textures should be geared towards that while regular isometric games can get away with lower textures because they keep the camera distant from the assets at all times.

    • @Venicon
      link
      English
      711 days ago

      Is it maybe voice files etc for all the potential branching storylines and conversations that can happen? It’s such a spiderweb of branching storylines that I’d imagine it can take up a fair whack but I genuinely dont know jack shit, just spitballing.

      • @pyre
        link
        English
        310 days ago

        it definitely is significant. that game has insane amounts of voice work and voice audio takes a lot of space. it used to be a huge problem with physical media