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Character meshes were taking up 1GB? I wonder what surprising (to me, a non-gamedev) things are hiding in modern 100GB+ games...


There's been a recent explosion in mesh sizes because of Nanite as well. A lot of devs who don't understand optimization will pull in a 1+ GB movie-quality mesh and just slap Nanite on it, even though they'll never need that level of fidelity.




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