Re:Tiny, removable "mini SSD" could eventually be a big deal...
by codebje on Wednesday August 20, 2025 @12:02AM
(#44958536)
In general: code << world < audio << textures << video
Executable code is pretty tiny relative to everything else, including libraries. Libraries only get really big when they include media assets. When it comes to media, even high fidelity audio is relatively small. 44kHz stereo 16-bit sample audio, uncompressed, is 176kb per second of audio. A 1024x1024 texture, at 32bpp, is 4mb, uncompressed. Video depends heavily on codec, but roughly consider that 4k video is something like 4096x2160, so eight times the size of our static texture for a single frame. Encodings don't just store every frame whole, of course, but keyframes add up quick.
But talking your AAA kind of titles that seem to be the norm, not your chess games, though even then, graphics sure has gained space in those programs. Though I'm sure somebody active in the industry could paint a better picture.
Anybody active in the industry able to offer or point to better breakdown?