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Maybe not for that particular game, but a lot of games have been shown to use uncompressed assets. It's not just speculation.


Even for transferring the game to local?

I can see some benefits to having uncompressed assets in that it would help with asset loading. I'd still be surprised to not have any form of compression at all happening. I'd also be curious to know just how much the assets could be compressed.


> It's not just speculation.

So it’s exactly speculation. A lot of games have done a lot of things for a lot of reasons over the decades.

Why are new games so large? Good question. This entire thread is speculative.


Um, no. It's not speculation. Many games have been shown to use uncompressed assets, that's an objective fact.

The thread might be speculating about _why_ they do that, or whether this particular game does that, but that's a non sequitur, that isn't what I was talking about.


Your statement that some games in the past have used uncompressed assets is a non-sequitur.

Has any game in the past 5 years that has an install size >100gb used uncompressed assets? I would be very very surprised! The likelihood of this being the case on PS5 or XSX hardware is approximately zero.

Yes I’m familiar with the infamous uncompressed audio in Titanfall.


Hitman would be very notable example. Fortnite almost got to 100 gigs when they enabled some kind of asset compression.


Hitman was a special case of bundling older games designed designed for spinning disks.

Fortnite didn’t publish what they did. But I promise it’s not “bEnableCompression=true”. Compression is used up and down the stack with the utmost of care. Even the older games that didn’t use compression did so only after great consideration of the trade offs.

“Games as a Service” games like Fortnite, Destiny, and Call of Duty have often bloated and then been optimized. The fix is never bEnableCompression. It’s more about how the content is sliced and packaged. How to efficiently serve new content is a really tricky problem. And a somewhat new problem that didn’t exist 10 years ago. At least for consoles.


Jedi Survivor having uncompressed textures is a speculation, but I'm extremely confident that it is this way. The fact that games nowadays ship without LOD systems, without texture compression, without adequate streaming is not just speculation. It is a fact.


You're saying Jedi Survivor doesn't use block texture compression? On which target? All targets?

Can you capture a trace in RenderDoc to prove this? Or show raw bmp/uncompressed dds files on disk?


By texture compression I meant something like LZ4 or Kraken on top of block texture compression, sorry for ambiguity. Of course they use block level compression. But it seems that it's the only thing they use, as I said in my top level comment.


You'll find that's pretty common since block compression already reduces sizes pretty effectively. At install time the files will be compressed further over the wire before being decompressed, so I imagine the payoff is not that big in many cases. I do wonder how much of it is that a Kraken license costs money and it takes time to integrate, though...


>already reduces sizes pretty effectively

8k texture with mipmaps takes about 100mb with BC7. Which is huge. Should be around 30-40mb with kraken and oodle texture.

> I do wonder how much of it is that a Kraken license costs money and it takes time to integrate, though...

Kraken license doesn't cost anything for Unreal developers. And Sony licensed it for all PS5 games.




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