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Re:Why modern software is slow by maccard on Friday September 30, 2022 @04:13AM (#33032318)
You would be surprised, actually. This [0] shows an example of some excellent space savings. I used to work for Epic and the results we got on other projects were in this ballpark too.

[0] https://dev.epicgames.com/community/learning/tutorials/ry2D/...

Re:Why modern software is slow by laserbeam on Friday September 30, 2022 @09:04AM (#33034306)
My assumption was that you get down to 70gb packages after using tools like oodle. But hell, I may be wrong there and may be giving most AAA devs too much credit.
Re:Why modern software is slow by maccard on Friday September 30, 2022 @10:08AM (#33035022)
> But hell, I may be wrong there and may be giving most AAA devs too much credit.

I don't think this is a fair comment. Theres an enormous tradeoff to make when compressing game assets, and uncompressed game assets are _absolutely enormous_. My current project has about 30 people at the moment. The game content is ~50GB, the client itself is ~4GB but the source substance files/fbx files/photogrammetry assets are tipping on 500GB. We're a _small_ AAA game. My previous project was closer to 500GB for the game content, and the source assets were multiple TB.

Tools like Oodle are third party licenses that need to be considered. Most games are compressing but switching to better compression methods can make the differences shown. Theres still huge tradeoffs to be made though. Most GPU formats for consoles require platform specific texture formats, and some of them don't compress well (hello dxt). You might have to trade a 20% file size reduction for a 30 second increase load time. Is that worth it? Maybe.

Either way, it's not just "dumb Devs". We care, we work hard on this.

Re:Why modern software is slow by trympet on Saturday October 01, 2022 @05:32PM (#33050334)
Question: why can you not separate the different graphics tiers as optional addons? That way, I only have to download high resolution textures if my PC can actually handle them.

Edit: never mind. Saw this being discussed elsewhere in this thread.

Re:Why modern software is slow by laserbeam on Friday September 30, 2022 @05:03PM (#33040774)
> it's not just dumb devs

I may have come too rough in my comments and lost the original intent. I was hoping to defend that devs _already have_ access to good compression tools and that they already use them, and 70gb games are that big after compression is applied. That's where my assumption started.

I understand well that there are custom formats for different platforms, and that the whole reason these tools exist is not to squeeze an extra 10% smaller files, but to get fast load times while maintaining small file sizes.

> My previous project was 500gb

That wouldn't surprise me to be honest. It makes perfect sense.