this post was submitted on 06 Dec 2023
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Greentext

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[–] [email protected] 12 points 11 months ago (1 children)

It doesn’t actually need 130gb of updates, that’s the fun part. They probably only made a couple gigabytes of changes at most, just their shitty folder/packing structure requires downloading every single ‘unit’ of the game again because they made minor changes

[–] [email protected] 6 points 11 months ago (4 children)

What the hell? Surely someone at their professional game development studio is capable of writing a patcher? It's not black magic.

[–] [email protected] 6 points 11 months ago (2 children)

But hosting and letting everyone download the whole file is cheaper for them.

[–] [email protected] 2 points 11 months ago (2 children)

Surely the bandwidth costs alone should be more expensive, no?

[–] [email protected] 4 points 11 months ago

I assume the console / game store pays for the bandwidth, not them. No skin off their back

[–] [email protected] 2 points 11 months ago

Depends.

On the hand hosting and bandwidth cost have come down significantly to the point where the price per gigabyte is in the 0.0 cent region. On the other hand, developers are incredibly expensive, especially when they could do something that results in even more value for the company.

At the end of the day, downloading the full file is a reliable and all in all cheap way of providing an update, even if it's annoying and frustrating as hell to download 138GB just because one bit was flipped.

[–] [email protected] 1 points 11 months ago

Meh. Ranged download is a thing.

[–] [email protected] 3 points 11 months ago (1 children)

Well, I know this one girl who's really good at repacking shit... maybe she could teach some of their devs!

[–] [email protected] 3 points 11 months ago

I'm sure she could teach them to FIT the updates into a much smaller file.

[–] [email protected] 1 points 11 months ago

They probably encrypt the packages so one small change changes the whole file.

[–] [email protected] 1 points 11 months ago

It is extra work for them so they make more money by not having a team implementing a patching system that can handle distributing only the changes. They just don't care.

[–] [email protected] 3 points 11 months ago (2 children)

I struggle to grasp how games can even fill up all of that disk space. Do they store all their textures uncompressed?

[–] [email protected] 3 points 11 months ago (2 children)

Uncompressed textures and uncompressed audio for all languages at once (this started with the 8th gen consoles because their shitty CPUs couldn't handle real-time decompression), so a lot of space is being taken up by audio that's never used in languages you don't understand because at some point in the last 20 years the gaming industry forgot how to create checkbox installers.

[–] [email protected] 2 points 11 months ago (1 children)

Titanfall started that, iirc. I wouldn't mind so much if they let you choose which languages you want installing.

At least some of the PS5 hardware is adding compression back again, so of those games are smaller on PS5 than on PS4.

CoD is an unoptimised piece of shit though. Their business model appears to be snuffing out the competition by filling your drive so you can't play anything else. The last Activision game I installed was the Tony Hawk remaster. I have no interest in CoD at all.

[–] [email protected] 1 points 11 months ago

fitgirl repacks come with optional lang data

[–] [email protected] 1 points 11 months ago* (last edited 11 months ago)

8th gen? Compression worked fine on much shittier hardware. It shouldn't be hard to decompress audio in memory.

[–] [email protected] 2 points 11 months ago (1 children)

I make VRChat avatars and I've looked at the models for COD characters and weapons before.

The sheer amount of material slots on those things is crazy. Like a whole ass material for a tiny texture that's just like, the walkie talkie on a character. It's so unessciary and while excess materials isn't the only reason the game is unoptimized, it's very telling of how much optimizing they actually do (basically none).

[–] [email protected] 1 points 11 months ago (1 children)

Like a whole ass material for a tiny texture that's just like, the walkie talkie on a character.

What? Are they using some special non-PBR effects?

[–] [email protected] 1 points 11 months ago

Nah just don't like uv unwrapping and mapping properly I'm guessing 💀

[–] [email protected] 3 points 11 months ago (2 children)

Ark Survival Evolved over in the corner hoping nobody notices its 700GB+ if you download every map.

[–] [email protected] 4 points 11 months ago (3 children)

Ark is total madness. Every map has a copy of every dinosaur. Not just the dinos for that map, but all dinos in the game. That's because you can transfer dinos, so somebody may transfer a dino to your map from a mao that you don't have the DLC for. And you still need to be able to see and interact with that dino.

I wonder if the new Ark Ascended fixed that.

[–] [email protected] 3 points 11 months ago (2 children)

I'm no game dev, but did they not consider saving the dinos once and loading them in to each map as required?

[–] [email protected] 2 points 11 months ago (1 children)

They probably tried and failed. IIRC the original Ark was build on a pre-release version of Unreal engine 4. There were probably loads of things missing or broken in that engine. When they couldn't make UE load assets from a shared storage location, it was probably just easier to ship all dinos with every map.

[–] [email protected] 2 points 11 months ago* (last edited 11 months ago)

I seriously doubt that. Assets handling is one of the most important things in a game engine, and not having to duplicate every asset for every map, including for entitlements reasons (e.g DLC ownership) is an extremely basic feature.

It sounds more like they seriously misused blueprints and/or DataAssets. To be fair, epic games did say a bunch of sightly misleading things about them when they released the engine to the public, but anyone using the engine noticed that blueprints could dramatically bloat your install size and/or memory usage in some situations, and found some workarounds.

Also they really should have been following the engine's updates. Now I wonder if they're the reason why Epic insists that we should really avoid being too far behind the "current" engine version for games that are actively maintained...

Source : been working with UE4 (and 5) professionally since UE4.12

[–] [email protected] 2 points 11 months ago (1 children)

That would be object oriented programming. They took the subject occidented antigramming approach to development.

[–] [email protected] 2 points 11 months ago (1 children)

subject occidented antigramming

I knew there was a cool technical term for what I've been doing all these years.

[–] [email protected] 2 points 11 months ago

I've never heard of that phrase, but I like abject oriented programming. In this case, they're using the concept of inheritance, but with assets:

Inheritance is a way to retain features of old code in newer code. The programmer derives from an existing function or block of code by making a copy of the code, then making changes to the copy. The derived code is often specialized by adding features not implemented in the original. In this way the old code is retained but the new code inherits from it.

[–] [email protected] 1 points 11 months ago

That's just hysterical. I'm out here learning and strictly following rules of OOP and these motherfuckers just do whatever

[–] [email protected] 1 points 11 months ago

The new ark fixed nothing. Except semi playable frame rates. It's great if you want to run a game at 12fps on a 4090.

[–] [email protected] 2 points 11 months ago (1 children)

Need a fucking server farm to have that one installed because no one on that development team knows what they’re doing. Isn’t there some duplicate remover a fan made that slims it down by a significant margin?

[–] [email protected] 1 points 11 months ago* (last edited 11 months ago) (1 children)

I don't play ark, but if what I read in this thread is to be believed, I'm pretty sure you'd have to repackage the game which is a big copyright nono. Also you would have to redo it with pretty much every content patch. So, probably not.

[–] [email protected] 1 points 11 months ago

Yeah might be for just local play, not official servers. Idk tho 🤷

[–] [email protected] 2 points 11 months ago (1 children)

Kind of odd that anon wants to play a 130 GB fishing game, must have some really detailed fish...

[–] [email protected] 1 points 11 months ago

They are fully anatomically correct fish with every single cell rendered individually for maximum realism.

[–] [email protected] 2 points 11 months ago

Tripple A devs making their games not take up your entire hard drive challenge (100% impossible)

[–] [email protected] 2 points 11 months ago* (last edited 11 months ago) (1 children)

I want you all to realize that elden ring, one of the most detailed, intricate, and eye pleasing games we have, is 60 gb. 60. And on consoles pushes it to 45 gb.

[–] [email protected] 1 points 11 months ago (1 children)

one of the most detailed, intricate, and eye pleasing games we have

I would have not thought of Elden Ring with this description. Maybe I played it to early and it got cleaned up a bit?

[–] [email protected] 2 points 11 months ago

It is a very pretty game, but because of art direction, not high quality textures, which is what a lot of the space comes down to

[–] [email protected] 1 points 11 months ago

Ark Survival Evolved over in the corner hoping nobody notices its 700GB+ if you download every map.

[–] [email protected] 1 points 11 months ago

That's more than half the capacity of the base edition of the new consoles.

Microsoft and Sony need to step in and establish a maximum file size for games. There's no excuse for a remake of a hallway shooter from 12 years ago to be that large.

[–] [email protected] 1 points 11 months ago* (last edited 11 months ago) (1 children)

At this point COD should sell a custom physical SSD Drive with their game installed, like game DVD in consoles

[–] [email protected] 1 points 11 months ago

Full circle back to cartridges

[–] [email protected] 1 points 11 months ago

The real conspiracy is that a big game requires you to delete or limit the number of competitors games. Not only is yhere no incentive to be smaller, there is actually a strategic incentive to be bigger.

[–] [email protected] 0 points 11 months ago* (last edited 11 months ago) (1 children)

I can definitely recommend it tho! And it's more expensive than an SSD than can hold it and 40 other games

edit: (to clarify) ssd's are cheap af. If you can buy a game for 80 euros, you can buy an SSD for 15 (or more)

[–] [email protected] 0 points 11 months ago (1 children)

Problem comes when Anon has a laptop and doesn't want external drives

[–] [email protected] 0 points 11 months ago (1 children)

ssd's go inside a laptop too

[–] [email protected] 0 points 11 months ago (1 children)

Not anymore really. SSDs are mostly soldered in nowadays.

[–] [email protected] 0 points 11 months ago (1 children)

Surely that's just some apple bullshit. Asshats always seem to follow them but surely that's not becoming a norm... Right?

[–] [email protected] 1 points 11 months ago

Plenty of consumer laptops sold within the last 5 years have soldered in SSDs. Apple does it because it makes for great market segmentation.