Modern games are 200gb nowadays because no one is limiting them. If Playstation and Xbox one day said that a game above 100gb would pay double server fees they would magically optimize their games.
@skaterpoopypants thats absolute dog shit microshit flight simulator is 250gb forza horizon 5 is 170 GTA V is 90 Fortnite is 110 even smaller games like FNAF:SB still come in at almost 70 gb and all of these are without considering DLC.
@@xxminecraftxdpro_123roblox3 yea, a few years ago it was. then you compare it to 2 days ago when epic served me a 47 gb update for season 3... absolutely ridiculous.
Its funny cause they went. Games to bloated, gonna decrease size and actually didn't do like 5gb but i think went from 60 back to 40, by using other methods of compression and code reduction
Exact sizes vary, but the current total size of Warframe is ~40GB, which is only about 10GB larger than it was five years ago. With that in mind, consider all of the things that were added between then and now, including but not limited to multiple tilesets and open landscapes, dozens of classes and who knows how many weapons and enemies. To be quite honest I'm half convinced that the coders at DE are actual wizards.
Thats one of the many reasons I appreciate Fromsoftware's games. Elden Ring is less then 50gb and Sekiro is only 14gb. Optimization is super important and more AAA studios need to realize that. Edit: Stop replying saying that the performance side of optimization is bad in Fromsoftware games, it is, I was talking about optimization purely in terms of space
@@godot1785 Yeah, its for real, even Dark Souls Remastered in only 6.86 GB, although tbf it is a remaster of a 12 year old game. Still though, I agree, definitely appreciate good optimization, I prefer that to crazy fancy graphics honestly.
@@thatcat_ glad they can run well even if capped to 60 (and anyway you can probably get a mod to uncap it) they are probably the only company that ive played pc ports that actually ran well which should be the norm
I come from the future. Black Ops 6 is 309.85 gigabytes and requires an always online connection because the game still needs to download textures on the fly.
I do want to say a few things, just for clarification. 1.) It isn't actually 300 gigabytes, that'll be the size of a full CoD HQ install, however, you are able to remove Warzone, MWII, or MWIII from that install. You can look up how for your platform. MWIII also doesn't require MWII be installed. 2. I believe the current CoD does this, it just doesn't require it be always online since they have the Offline Mode.
@@minodab492 100 gb call of duty games are still not acceptable they’ve been pulling this shit since like bo3 because they cut corners optimizing their games. Every call of duty has been exactly the same gameplay and graphics wise for the last 8 years. If you are going to take the same amount of space as RDR2 I expect you to be as good as RDR2.
Okay but what if... They start selling mini SSDs that plug into a PC with the game pre-installed, and we reverse back into another age of physical media XD
I’m willing to believe that idea that publishers are intentionally bloating game sizes in order to discourage people from uninstalling them / downloading other games so that they’ll continue playing their game. That 100% sounds like something they’d do. At the same time though, I think there is an easier answer: complacency. Companies are so used to having no limitations that they don’t bother thinking about compression or optimizing their games’ file sizes. If the game’s too big or takes too long to download, that’s viewed as the customer’s problem to fix by going and buying another storage device, or upgrading their internet plan. Limitations breed creativity, innovation, or whatever they say. Back when cartridges or discs has only a few MB / GB, they couldn’t pull this shit. If you didn’t compress your game into the space given to you, you weren’t selling that game to anybody.
That's a really good point. When you have the limited space of a disc of course you'd optimize as much as possible. Probably a big reason companies want to switch from physical so badly.
Since more game discs are just becoming keys to download via the internet, maybe there should be a law that publishers should compensate our data usage (especially with how ridiculously huge games are becoming like mw3) for a certain amount of GB used. Just an idea though, maybe that can deter game publishers/devs from relying on consumers for the internet usage to be their problem, so they can instead prioritize optimizing, compressing, and creating games bug free as possible for game discs so day one patches won’t be so big. Not sure how this can go through any bills, but just a thought! Maybe that way, physical games can be preserved to scare off the digital only movement
@@zemtophire Having it financially hit a company is the only way that getting a solid day one release would happen (regarding the offending companies that have shown their true colors).
@@zemtophire Unfortunately the likely of that happening is insanely low unless its from EU tbh. Although, Nintendo is amazing for physical media, and is my go to everytime as the full games after cartridge revisions (for stuff like pokemon) are on the cartridge itself 100% all dlc/updates included).
and they make amazing games totk is less than 16gb there is no reason things need to be that big (also small note switch cartridges are nand flash not emmc so its not sd card levels)
And no one complains because the games are made to be fun to play and not to stare at some texture and say how good quality it is. Also the audio doesn't sound compressed at all.
@@gnomaki there's some cases of compressed audio in Switch Games but I only noticed when Digital Foundry showed a comparison. not really noticeable actually.
and its worth noting that you can still get competent games on the platform. Witcher 3 for example had effort put into porting, they fit it onto a cartridge, and it only has some minor frame drops in populated cities. Before they released the next gen update last year you didnt even have a day 1 patch iirc. If ubisoft or activision made witcher 3 instead, half the game would be required patch and it would be at least 100 gb.
Sometimes I wonder about such big file sizes myself. Forza Horizon 5 was already big for a drIving game. And yet as its been said MK1 eats this much? How many fighters, arenas, fatality moves etc are in there? This game must be home to 300+ fighter characters and other boogaloo.
Game discs today are essentially useless pieces of plastic. They’re more correctly called “Validation Keys” giving you the “license right” to download the game to your system using your own payed for Wi-Fi. It’s all fine for profit & is also done to prevent people from trading games meaning you have to buy each individual license. When the day comes that company takes down the game or they go bankrupt you lose all access to your library of games forever.
And you buy their consoles and keys even after the xbox one fiasco where they actually back tracked the always online DRM. People are truly stupid to buy their shovelware
The file size increasing is the reason I have to wait like 3 days to play a game I bought, I actually hate call of duty now, I used to be a call of duty fanboy, now I don't even buy them. I wouldn't mind the look of games being on par with Advanced Warfare even older. We're at a point where increasing the polygon number exponentially doesn't make much of a difference in looks, they could make lower quality models and people wouldn't notice as much. Anyways, Great video Stryxo, it's a very interesting topic.
I wouldn't mind if all games looked like PS3 games, those looked mostly fine. Hell, most games could get away with PS2 graphics. I played MGS3 for the first time last year, and I was surprised just how well it holds up.
The best part is that this will also dramatically decrease developing costs. Which is, you know, one of the biggest reasons why games these days either come out as failures, or come out immensely un optimised. Point is, stylised > realism any day
What I find hilarious about splines. A competent programmer can easily replicate that system by using a breadcrumb pathfinding algorithm. Using basically no storage space because it's rendered during runtime. But splines are visually easier to implement for designers and rigid.
@@Wesmoento be fair to the devs, they can only do what they’re given the time and resources to do. AAA publishers no longer care about saving memory if it gets them paid. Hell, you could argue that occupying more space forces players to limit what games they have installed and therefore makes them more likely to play those bigger games simply due to less space for competition.
Graphics peaked in mid 2010's and it's all been diminishing returns since then. Seriously, look at games like Batman Arkham Knight (2015), Uncharted 4 (2016) and Order 1886 (2015) and tell me they don't look like they could've been released today. AAA studio's obsession with graphics drives me nuts because it's the main reason behind these insane filesizes aswell as gargantuan game budgets nowadays. It is the biggest waste of resources and time for something that you can barely notice the difference, and leads to studios taking less and less risks because games are so expensive to make now.
They actually didn't peak, what's happened is the pixel sizes have reached the point where our eyes physically cannot recognize the difference between smaller sizes. So really all they should be focusing on at this point is color range and depth and fps.
I fully agree with the OG posters opinions. I miss all gaming up until the 360 era so much. That's pretty much when gaming peaked. Devs should never stop using inspiration from previous game gens. Timeless games don't need hyper realistic graphics. Some of the best games have unique art styles, unique damage effects, smaller more interactive environments, destructible objects, physics like effects or funny cartoonish or absurd type of effects. Anytime i say this someone in the comments always says: "umm well we have indie games" but my point is we need this kind of game selection on CONSOLES as well. PC's have steam & tons of access to a unique library of creative indie projects. Look at the Game Library of the most recent game consoles? Now look at previous generation consoles? There's no competition. It's not even close to the PS2, N64, PS1, Xbox, GameCube, Dreamcast, 360, PS3, etc. If game devs & game companies realize they are wasting such insane amounts of $ & time to make a game that still runs so terribly (no matter if u have the best PC possible. Which proves it's how these games were made. Not the tech hardware needing a upgrade. I bet we haven't even come close to pushing modern hardware to it's limits yet) *So if devs & companies can see it might not take so long to make a game, not cost so much money to make EACH GAME. Give these things a chance to prove they are capable of being timeless. Hopefully we see a resurgence of pure nerdy passion & focus from devs if they are allowed to just focus on smaller passion projects. Especially with today's technological advancements. Previous games should still inspire newer games no matter how far into the future we go. We shouldn't leave those unique aspects of gaming in the past. Hopefully the struggles of the modern day triple AAA games will organically shift change back towards a better direction. I just worry about the gaming industry being at a certain point where people who are severely out of touch with the core gaming community are the ones that are making the most decisions and forcing devs to do things they completely don't want to do because they know it's a bad idea.. I wish we didn't have so many game companies get bought out. I miss when a game was a project worked on by a group of passionate people who decided they wanted to create this passion project.. Now it's like a popular underground band getting bought out by a mega Corp and now they have full say in the way they play music and when they play music and what they say in their music.. I hope gaming snaps out of this dark chapter and they find their roots they left in the wake of the Y2K era..
@Kharn526 Tears of the Kingdom is also like 18 gigs or so, and I'd say that's an incredibly accessible, very recent title. Minecraft and Terraria are a few MB, and you know how universally well these games are recieved. .....so what's the point?
minecraft in 2009: a few megabytes in your appdata folder for years of good memories some random аss shooter in 2024: 200 gb and a day of downloading for a week of your typical generic soulless triple A experience
@@ianswift3521 doom games are fun, eternal is the exception when the game is worth the file size. also sons of the forest looks gorgeous for its 8 gb. modern gaming sucks, but there are exceptions
Celeste is a game with an actually good story, peak gameplay and awesome game design and effects and thanks to the fact it uses pixelated assets its still less than 2GB A 2GB game is better than many of todays 150GB games
@@mrmangbro6842 SSDs slow down due to them having to look for blocks to write data to and pull from. HDDs are hit worse, but an SSD is also hit, in a small way, by this.
I have 200 gigabytes of storage on my pc (Not counting files that are REQUIRED for my pc to work). the fact that i can't download most AAA games blows my mind
What's crazy is that I think games like Call of Duty benefit from having such a high storage size. If you can only hold 5 games on your console, you're only gonna play the games currently have installed. They are limiting access to other games so you can only buy microtransactions on their game and not the other ones, whether intentionally or not.
@@anthonyf616 when games are 150 gigabytes and you actively play them you can't just uninstall and reinstall them easily. It could take hours to do that.
@@anthonyf616 Not everyone has zero caps on their internet connection, not everyone has the time to dedicate to just, waiting around for the game to download and install, and if you actively play the games that you have installed, you can't uninstall them and still play them.
@@BuckleysPants after you play the campaign and delete it, MWIII and warzone together only take up like 80 gb or so, and that's with all the guns and half the maps from the last game included in it as well. It's genuinely a skill issue on your part if your game is 150+ for CoD at this point
Average size of 273mb, nice codec lol. My music collection is 2008 files, mostly FLACs which are completely lossless. I guess when you put it that way for audio 35.5GB sounds like a lot
@@AutisticIrishi dont know why Ark is so big, im pretty sure they messed up on optimalisation. Im not sure, but i think my ark gamefolder, ok i have some mods, but its like 400gb its really crazy its just weird. Even though it runs pretty good at all times. NOT talking about Asa though...
Yeah, there's very little difference between the PS4 and PS5 graphics wise. The newer consoles look a little prettier and have fancy things like raytracing, but that's about it.
I've been hearing this lie for over a decade. The games I first heard it said about look like utter crap by today's standards. Especially over the past few years video game graphics have been exploding. There's a mass migration of 1080p users to 2k. VRAM tripled in 2 generations. LOD is becoming less and less of a limitation. Open world games with no loading screens and no close-up fog are becoming increasingly viable. I can't imagine how anyone can still regurgitate this lie after 10+ years and think it makes any sense.
@@KonglomeratYT Loading screens are made shorter or eliminated with better SSD read speeds and more RAM. Higher resolution textures work against us there. I can see having everything run true 2160P eventually, the problem is 8K will be shoved down our throats setting us back in terms of world size and loading speeds. My only hope is that AI upscaling will make it so nobody actually uses 8K textures and they max out at 4K.
@@KonglomeratYT Sorry that you've been binge-eating technical specs so long you needed to vomit them all over the comment section. The reason we can keep pointing out this truth is because, well, it's the truth. Assassin's Creed: Valhalla looks worse than Metal Gear Solid 4. If you need any more evidence, you'll need to talk to an optometrist and get your eyes checked.
3 reasons in my eyes 1. a shift from stylized to photorealistic graphics 2. they are simply products, you purchase, consume, and then discard the product when their next title releases 3. optimization, being almost entirely ignored because the said product will just be discarded usually when the next game releases
11:55 those people really are the worst! Will try to convince you a game is trash because the water doesn’t fly up when you shoot a puddle or something.
And then you have 2011's "Call Of Duty Modern Warfare 3," which has experiences for campaign, spec-ops, survival, and multi-player all on a single physical disc.
@@KonglomeratYT Until you realize that they're charging you double for every game (70 for AAA hogwash, 70 for samsung ssds), because they're going to act like you owe them both sets of manhours, instead of putitng them at a reasonable price.
You can get all of GameCube, PS1, all console games from before 1995, all 3ds and 2ds games in a PS5 and still have a lot of storage left. But now 1tb is barely enough for 5 AAA games in PS5
This year's call of duty game: $70 (plus microtransactions, maybe, idk), takes a quarter of your 1TB SSD, four hours of campaign mode, multiplayer is the sole focus and this game will be a barren wasteland in 2 years when three more COD games come out. Stardew Valley: $15, no microtransactions, game is about 600MB, nearly infinitely replayable, still getting good updates and community mods after 8 years.
@@_Bungus Bro... Same... Cobbled together a crappy makeshift greenhouse out of junk I found 2 years ago and been growing tomatoes in it for a while. All because of a little, relaxing and amazingly well done farming game.
@@NoName......Yea. You can't really compare these two games. Not a fan of CoD and a huge Stardew Valley fan. But you can't compare a giant AAA game with an indie game made by a single person released 8 years ago. One is a pixelart game while the other one has realistic graphics. There is no way a modern CoD could be less than a gb of data. Also, saying that you should be playing Stardew Valley instead of CoD is stupid aswell. I doubt that anyone who wants a high action only fps game will get that needs fulfilled by playing Stardew Valley. Atleast recommend another game that is in the same genre
Yep, or even buying a new pc. Especially hard in the post soviet countries where the economy is in shambles. I have been saving up money to buy a new laptop soon and checked my local store, and well, the best that I can get costs upwards of 2,500. The "best" available here is barely comparable to what'd be considered "best" in USA.
@@bartomolev6682 Yup, and their system requirementa will probably end up being something your current PC will STILL struggle with because Triple-A games have the worst optimization known.
Yeah I bought it in the summer sale and was super confused on what's going on, can someone explain? I'm gonna be playing this after I finish Arkham knights
@@Lynn.-_-. nowadays theres this thing called "data/code compression" which creates shortcuts. Imagine 2 different images creating a 3rd one essentialy. the other is removing outdated textures and other things that take up alot of space and replace it with something that takes less and is used better im no expert so this is like 90% accurate
I just learned recently that Final Fantasy VI (that is 4MB) was a very, very expensive game in the 90s with a 70 dollar price tag. Adjusted for inflation right now would be like Cyberpunk 2077 + DLC pricing
Into the Breach, a game made by Subset Games, offers you not only the base campaign with 14 of base squads, but it also offers CUSTOM squads. This singlehandedly makes the game SO much more replayable, and it's 500 MB.
Games started to grow in ps1 generation era. Before they were only a few mbs in size. Basically the whole console games library before ps1 era fits on a 64GB stick.
Hot take but the File size for COD might be on par with RDR2, it has to cram the Campaign, Multiplayer and and all its Game modes, WZ, Zombies, and DMZ ( if your feeling extra) all onto one Disc
Counterpoint, it's not even on a disc. Its barely a couple gigabytes (I think. I remember it being that way when I first got MW2). You have to download EVERYTHING@@pa414
@@pa414 For just MW3 (no wz/mw2), its only a bit over 100gb. 200gb is for a FULL install that includes all parts of mw2 and mw3, which you do not need just to play mw3.
Shout out to Deep Rock Galactic. A 4 player co-op FPS with procedurally generated environments which are fully destructable, satisfying guns (12 primaries, 12 secondaries all with their own customization, 16 throwables, 4 class specific traversal tools, and crap ton of weapon overclocks) varied enemy types, a shit ton of cosmetics, a completely free battle pass system, a hub area with many things to do, amazing multiplayer.......all in 3 GB. Oh and also a very friendly community.
A major limitation of games before used to be the limits of system RAM because a full level needed to fit inside RAM. A rather cool advancement is that with the rise of SSDs, there has been more development done into real-time storage streaming. They have gotten really good at it. But the issue is that it doesn't incentivize small sizes, but fast or no decompression. That is to say, in many cases, large file sizes ARE the optimization. And once the drive is directly accessible, there is no incentive to limit game sizes.
@@boarr72 nope, the only thing bigger than 60gb is GTA V and Spiderman i believe? Everything else is way less, ghostrunners 1 and 2, subnautica, Minecraft, pes 2013 for nostalgia with my dad and old friends, rocket league, etc... I am a simple man tho, these are fun for me so I don't chase much bigger games.
The thing with 4K textures is that you should put them only on important things, like if it's an FPS, put a 4k texture on the weapons, because they are on your screen all the time, or on characters faces, don't put them on every single patch of grass, stone wall or piece of clothing. I know that for experience. My modded Skyrim folder currently has 240GB, most of these are 4k textures.
but then some "reviewers" will nitpick to no end about it. because that one texture is bad therefore entire game is dogsh*t. everyone knows people like that.
While I would agree, I fail to see how this could be regulated, especially long term. There'll be a point in time where certain games will inevitably need 500+GB for good reasons. Not happening anytime soon, but who knows what the future holds
@@Kaizala1933 10 years ago games were rarely above 30GB. 20 years ago there were barely 5GB. 30 years ago? Not 1GB. What makes you say for sure that games 10 years from now won't double in size or worse?
@@DelaryHap I don't think that game size is linearly correlated with quality, or performance for that matter, I suspect that there might be perverse incentives from developers to pin players to a few number of games since most games these days include monetization and are mostly played online, the longer players spend on your game the more your earn, You could also blame developer laziness as platforms (pc or console) get more powerful there is a strong temptation on their part to release bloated software. If the market can't force them back on their good senses, a few regulations might help.
File sizes have always increased with the times, but so has the amount of storage along with it. 500 GB games are very likely going to become a reality someday, but hopefully by then terabytes will be the base standard of measurement instead of being absurdly large like they are now. What's killing people's enthusiasm is game devs are vastly outpacing what consumer hardware is able to keep in storage at one time. We also have to consider installs ourselves now, while back in the olden days it wasn't a concern since the entire game ran from the cartridge/disc(s).
main reason : retention design discourage you from downloading other games no compression at all, no game should be over 60 GB with good optimization, none of these games have them
Another big reason is the inclusion of so many textures and models that are immensely over-detailed. And that can be fixed easily by just... including the high-detail textures and models as a separate, free package.
Half the time it's not even compression: it's terrible, terrible asset management. We're talking 60 unique types of rock, with unique textures, when just four of them, rotated and scaled a bit, would have been enough. We're talking symmetrical meshes that have unique texture space assigned to every part of them, resulting in larger images required to keep the resolution high, even though both sides are completely identical and they could have stacked UV islands on top of one another. We're talking five separate guns that are identical apart from being a different colour and each colour variation is its own texture rather than ONE texture with a line of shader code to tint it. We're talking about a car asset that's in one scene, 400m away from the playable area, that still inexplicably has 4K textures despite being 16 pixels on your screen.
they are not big they are bloated thats a MASSIVE difference theres hundrets of indie games that have UNGODLY amounts of content and a fraction of the size requirements compared to your tripple a of hte week that lasts you for like... a week at most and still runs like garbage
The entirety of Doom II's original 1994 release is taking up 15.5mB of my storage right now. The entire game, with the models and animations, the launcher, the manual and the multiplayer add-ons.
10:30 I know this is probably just a joke but the reason the "remaster" is so large while it looks nearly the exact same is because LITERALLY ALL THEY DID was slap the textures in an AI upscaler and call it a day. Didn't even compress them or anything.
If you're going to "AI" upscale the textures, you might as well do it at load time. Not to mention if you did, you could limit the scaling to what will actually be visible, saving time and memory.
I remember just before the release of the PS4 and Xbone, there was a good few years where the PC version of games had an optional HD texture pack for those that had the space and horsepower and people complained it should be part of the game... We've come full circle it seems
Laptop and portable users would like to thank them. I wish removing 4k textures was easy to do for many games. Sort of negating the issue. But usually it's well encrypted.
@@Wesmoen ubisoft has a good habit of putting ultra textures and videos as separate .dat and .fat files, you can just delete them and game will run as normal. wish their games were worthy to play lol.
I just delete the Japanese language files in Final Fantasy XIII and saved 20gbs. The pc port could definitely have needs some space optimization, like being able to select install language or some way to save the space used by duplicated cutscenes by encoding the differences.
Been thinking about this for a while. I think game sizes are so huge now because most developers don't have much of a reason to bother optimizing their titles anymore, even when consoles still desperately need it for some games to run well. There's not a single reason why a game like Doom Eternal should run on the Switch like it was literally made for the handheld, meanwhile Sonic Colors Ultimate (A PORT OF A WII GAME) runs at half the framerate on Switch compared to all the other consoles. Not a single reason AT ALL. There's also a debate going on in the Roblox developer space. Specifically it's about if we need texture resolutions higher than 1024x1024 (which is Roblox's max image size), which... people are already complaining about how much CPU and RAM some games on the platform use now compared to a few years back, and yet they still want higher quality textures that'll only make that exact situation far worse with barely any benefit. I point to the new MW3 being a massive resource hog (what game needs over 200GB????) despite not looking that much better than previous entries as proof that most games really don't need 4K or even 2K textures to still look nice. All it really does 95% of the time is bloat file sizes and use more resources for what amounts to nothing more than a placebo effect. game too big. me no like.
The 4k textures and ultra high resolutions, and whatever graphical fidelity fuckery at this point feels like it's only done for cash whales to shill their games for not even free, but even _paying_ them for playing their games, for that additional bit of marketing.
To be honest I think people overstate the effect of 4k textures on the recent MW games' file sizes. A few months back I bought the MW19 campaign on a sale (it was for research purposes I swear) and found that if you choose not to install any of the multiplayer content the game's filesize goes from 210 GB -> 108 GB. That can't just be a 4k textures problem. My guess is every multiplayer gamemode has its own separate collection of textures and assets for maps, instead of sharing assets with campaign maps. Which is like bafflingly stupid.
Games not being optimized is the reason so many X and S and Pro versions exist. When we had Xbox 360 and PS3, those consoles could run any game that was made for them flawlessly. Now, consoles start to age like PCs and needs replaced not by another generation, but another upgrade. Excuse me? Wasn't that the sole reason of buying a console? You can have it 10 years without worry and play anything without lag? When I heard that "PS4" got old and you gotta buy "PS4 Slim" because normal PS4 lags, I started to laugh.
Some say Call of Duty is a joke. Id say the real saps are the ones who keep buying these damn games. You guys allowed this to become the norm. *(Larger file sizes, Over monetization, requiring Warzone just to even play the newer games, and the list goes on.)* Kids cant be the only ones responsible for participating in this endless tomfuckery, lets just be honest here. Have some self respect, people. Smh.
Textures scale geometrically. A 1k texture is 1MB, a 4k texture is 16MB, a difference of 16x. Then factor in that there are the texture maps, normal maps and specular maps for physically based materials, a texture for a single thing in the game is now 48MB. Instead of being creative like reusing textures or optimizing textures size for small models that don't need it, simply ship the game as is without any of that. Then, don't do any texture packing where you put texture, normal and specular maps into a single file where you can seperate them with different RGB channels. Then don't remove assets for stuff that was scrapped or moved into something different. Then don't do any compression. Then do that for every single 3d model in the game that has more than a hundred guns. Then there's sound. You can quickly get a large size if you have lots of different variations of a gunshot or footstep, for every environment (indoors, large closed space or open spaces) instead of using procedural sound. That's how you end up with such a ridiculous file size
Sound is not a problem, why does it have to be compressed we have lossless aac, lpcm, CD audio, DVD audio, HD audio, Opus, Dolby, THX, Surround, many formats, even lossy compresion at decent enough bitrate can be decent. as I understand most games may use a stereo or CD like stored file as a sound effect, but put that into the game engines 3D distance/object oriented system so it can map how closer or further away that sound is, how louder or quieter, how much reverb or rather how it's affected by walls etc. and it's position within the map, like a certain space of environment, buildings, props and senery will genrate certain aucoustics when x gun fires in x certain part of x certain map, I guess more older games did this is a more rudementary round about way mixed with thier (the maps/areas) soundscape, now games like valve's CSGO has HRTF and other simular solutions for real time 3D object based sound, I guess before being so Object based it was more sound emmitors that would emmit the sound based on approximate spacial representation within 3D space. All those Audio Files don't have to be Uncompressed/Raw is my point. Plus given the code technicaly all sounds (*not including dialogue and voices*) could be made in real time using manipulation of Sine Waves, why the could figure the code to implement to reproduce the sound from listening to the recording and just run a precalculated (or patially precalculated at least) version of code to generate the sound in real time I don't know Sound Editors/DAW are pretty instant once you've made the changes, plus the calculated/generated result could be stored in a look up table or in the code or something like that.
@@vitalsignscritical The trouble is AAA studios just don't bother to do all that work for their in-game sound system, likely due to just not having the time to work on it. Instead they just make every single variation of a sound its own separate sound file, so each gun for example ends up having like 300 sound effects each. All those uncompressed sound files start really adding up. And in MW19 it adds up to something like 30GB
the problem isnt the game size, developers are just artists trying to create a good experience for gamers, the problem is the canvas are small, computer storage and memory have significantly not improved, for instance ps1 had 4mb ram, and 700mb cds, ps2 had 32mb ram and 9gb dvds, ps3 had 512mb ram and 50gb dvds, ps4 had 8gb ram and 500gb hdd, an increase of 16x the memory but ps5 has 16gb ram and 1tb storage, ths is just 2x the memory and storage, because storage and memory have become expensive, so game sizes always invitably increase but our computers simply wont be able to keep up, this is the reason games since ps4 all look the same and the industry is feeling the pinch, The reason microsoft and sony are closing studios is because its become more expensive to make triple a games, and most of the problem stems from artists and engineers trying to fit and make blockbuster games run on systems with very low resources, its not easy for them because they have to do witchcraft to create games like batman and uncharted 4 run on a ps4
I had an old Samsung tablet about 8 years ago. When I downloaded 20+ games on that thing the storage obviously got full. When I deleted 15+ games, the storage was still full.
I've never been a Call of Duty fan, but it's insane how they continue to rehash in this way, and the moment storage becomes expensive again people will stop buying games that take up too much space and only then will companies be forced to offer compressed versions of their games along with the uncompressed.
The absolute obsession with graphics and cinematics/cutscenes or flooding their games with microtransaction-filled cosmetics instead of pouring some true passionate love in making good gameplay is what's killing the AAA gaming industry and, pertaining to this video topic, what's causing the file sizes to be absurdly infinite in fatness. And it's one of the reasons I'm sticking with older games from previous generations of AAA studios or just indie games or AA stuff. Have had more fun in that space than anything current-day AAA as of late. And I've mostly stopped bothering with AAA multiplayer since that's where the whole live service bullcrap seeps in harder than lava into someone's bun cheeks. I still remember having fun with friends with Counter-Strike 1.6 without having to desire for constant meaningless updates that only amount to padding the file sizes of games these days. Triple A gaming franchises like COD are only alive because of addiction and the whales. I blame both corporate greed and the filthy whales for pretty much crumbling anything good with this industry.
Of course there a obsession with graphics, otherwise we could just still be playing PS3 and X360. Who would buy a PS5 or a Séries X or build a top PC Gamer to just play low budget indie games?
Don't compare Botw, which has less focus on textures and models and more on the shading to something of a realistic game. a better example is outlast, resident evil 2, MGSV.
Brainless comment. ITS A NINTENDO GAME! They are 2 generations behind in their graphics! THERE IS A REASON WHY THEY ARE EMULATED EVERYWHERE! I applaud Fromsoft and Capcom for respecting the player. Capcom more so since their graphics with RE engine are way better than Fromsoft’s. I even applaud Sony games. God of War Ragnarok deserves a lot of praise. Cause on the other side of the argument is Jedi Survivor and FF7 Rebirth reaching 150 GB! Add the GB’s necessary for games to function and you are locked into having 3-4 games! Less if you go for the most insane games like Cod with all content Packages!
The finals is my current favorite fps game and it has some of the most stunning visuals I’ve ever seen and it’s only 30 gigabytes. TAKE NOTES ACTIVISION, TAKE NOTES!
I wish games let you choose what graphics presets you wanted to install on pc. It is so annoying when I need to install ultra quality textures when I play on high.
I bet a huge part of the global gaming community only has a 1080p monitor. That means downloading 4k textures is a massive waste of bandwidth for ISP providers.
Also the average gamer has the fault because for some reason making a stylish game with diferent art direction that is not real is a problem for them. Or else look at Zelda Wind Waker case that everyone was pointing out how "childish" it looks. This all the way when 360 started to come out in 2005. Games do not need to look real, games need good artstyle and great gameplay.
I just found out recently that all of Mexico, which is a barren wasteland with nothing in it, yet still with collision and 3d architecture, IS IN RDR2. WHAT A WASTE OF GIGS
Barren wastelands don't take up that much space as they usually consist of a small group of a few assets duplicated everywhere that were probably already in the game
I don’t think it’s because the devs are lazy, but more so that the standard for triple A games is to have as much realistic visuals and sounds as possible and compression decreases sound quality.
One thing that kept file sizes small was hardware with slow memory access while decompression was fast. If the bitrate from storage is slow but you can decompress a file at minimal cost in CPU cycles then you can get any given texture off a disk/SSD quicker if you store it highly compressed which lowers overall file sizes. Faster memory encourages larger file sizes.
Here is more recent example: Sniper Ghost Warrior Contracts 1 Before they took it out, they added 20gb of unnecessary textures. Made game more than double in filesize
I noticed this about as far back as modern warfare 2019. It felt absurd to download such a large amount of data for what seemed like a very small game if compressed and optimized right. Hell, what REALLY grinded my gears was the recent release of the star wars battlefront collection which takes up a whopping 70+ gigs. FOR 6th GEN CONSOLE GAMES!! Clearly these companies are doing this on purpose cause there's no way games of this scale should reasonably take up that much space.
Regarding higher resolution textures as an option, when you try to install Fortnite on Epic Games it immediately asks what things you would like to enable, with some of the options being to install high resolution textures (like 15GB extra for Epic textures option), pre-download streamed assets (downloads skins and stuff to your drive for 10GB extra), option for DX12 shaders (8GB), option for STW content (5GB). By itself Fortnite BR is around 50GB, but with all the extra content it can go up to 85GB or so. And the fact they don't just ask whether you want 16K textures and stuff like pre-downloaded assets is also asked is cool since it is so much less straining on users with poor internet. Well done Epic James.
It's like as if nobody operates under artificial constraints anymore. If you don't have a good reason as to why your game is 40 GBs, your game is bloated. Period.
Yep. If PlayStation and Xbox and steam said “it can’t be above 50 go without a good reason(like rdr2) that is decided by us and is NON NEGOTIABLE” then COD would magically be 40gb. Even if the restriction was 20 gb I bet they find a way to fit cod, it’s just an unoptimised pile of dogshit.
I think it's the fact that they want us to see cosmetic items at all times. So we end up downloading the entire store, just so that we can see other people using the skins.
At first, I was really confused why Stryxo made this video (as someone studying game development, I know all the technical reasons why games are becoming longer). Then Stryxo pointed out download CAPS, something I completely forgot about, then it all made sense.
Around 2014 4k textures were an extra option for a slew of games. You had to download them separately. That option was nice to have. Now, it's part of your base download. If your device won't need them, why must as consumer download that. I hope devices like Steam Deck will shake that up again.
I literally bought myself a 1TB hard drive for christmas so I could play MW3 (2023) with a friend. I have a total of 1.5TB storage on my Xbox now, and with just 25 games half of that storage is already used up. 10 of those games are small indie games that are below 10GB and another 10 are medium size 40GB or less. Black Ops 3, Black Ops 4 and MW3 (2023) take up almost 1 TB. I remember back then when I had to delete save files off my Game Cube memory card because it only had 128MB and how hyped I was when I bought a 1GB one. That meant I could finally play 007 Golden eye, a game so big you had to switch discs halfway through the game, without having to delete anything else.
As someone who works in software development (though not game development) you're right. Optimization can take a long time and takes time away from other things in a limited development cycle. There is even a word we use called "Tech Debt" for essentially stuff we rushed and will go back and fix later but probably never gets fixed. Even if there's time to optimize, performance would probably be prioritized over memory. Like you said I think the whole game dev business model/process is at a breaking point now.
Having a Benchmark to then be able to select and download only your graphics settings textures sizes and effects would help a lot. Applies to audio language too.
Bro Cyberpunk 2077, which has basically the most technologically advanced graphics in the WORLD currently, is still only 60-70 GB, even at launch when it was the buggiest AAA title we had ever seen, it was STILL only 60-70 GB! What's even more absurd is that I can tell the visual downgrade between something like Cyberpunk and MW2, MW3, and Warzone 3. EVEN AT MINIMUM GRAPHICAL SETTINGS. Yet ironically, I get MORE FPS on CYBERPUNK than Warzone 3 at MINIMUM SETTINGS. P.S. Y'know after all that, you'd atleast expect that they put in some cool tiny, minute details like proper destruction of a surface when using explosives, but no.
The biggest game (in fact games) that i have on my PC is Halo MCC (125GB). A Call of Duty taking more storage space than freaking Halo MCC is just asinine. MCC has over 120 multiplayer maps, i can't count the tons of Forge maps that people make that also take storage space...
@@saricubra2867 if I could buy the call of duty IP, man would I start to make changes. I also wouldn’t put my employees through crunch once a month for each battlepass
Halo MCC on my PC: 125GB on my PC, but are 6 games in one with two remasters, new skins, flawless and lossless audio and music quality... Totally worth it.
That's part why I love my switch so much. When buying physical the games are played right from the card, meaning no installtion on the hard drive. Only the updates take space, but I still have 84 games on switch, can play all of them right away, and never upgraded my Switch storage.
we need to really start focusing on optimizing, and maybe slow down and wait for storage to catch up to to prices that are more acceptable, optimization though is really important, i cant explain how many gigabytes typically are taken up just by cut content or oddly high texture objects in places you will never look at too in depthly
9:06 Capitalism. That's why capitalism is literally the reason for all of this, the crunch, the impressively bad games that get churned out every year. It's all about trying to make as much money as possible
Theres, also the fact that some games may not get rid of things that never made the cut or were just there for reference. That alone may just be a product of crunching, given how many companies are doing that nowadays
For one of my university coursework, I had to make a VR Experience in Unity and what's funny is the project file itself is about 5gb because of all the assets and everything but when i built the project, the entire exe and files and everything took about 400mb xD
There's a few technical reasons for this, too. Lots of games lazy load assets, because GPUs *still* generally only have a very small amount of VRAM. To get an asset from disk to the GPU in its compressed state you first have to load the asset into RAM, since you can't connect the RAM and the SSD/HDD directly, all of that first has to go through the CPU and its caches. Then once it's in RAM the entire set of assets you just loaded have to be decompressed, so they get loaded back into the CPU piece by piece for decompression and then loaded back into RAM in the uncompressed state. Since compression algorithms generally need to compress large blocks of data for the highest efficiency you're actually having to decompress quite a bit more data than the data you need/want. Either way once the asset you need is fully decompressed you can load it into VRAM, so back through the CPU and into the PCIe bus the uncompressed asset goes. If you store your assets in an uncompressed format however you can either use this fancy new DirectStorage tech where you connect the GPU directly to the SSD and let it grab the uncompressed asset it needs directly, without the CPU ever even knowing that something happened, or if you don't have DirectStorage you can load the data from the SSD into the CPU and from there directly into VRAM, either of which will be much faster than decompressing the data. There have been attempts made to get GPUs to do the asset decompression, but that has not been mega successful so far, but we'll see how it develops.
High storage games are basically a hidden fee added to the cost of the game because somewhere down the line you're going to need additional or replacement storage to account for the extra (for example) 1TB you need for just 4-5 games. Even an external 1TB 5400rpm from a reputable company costs $50 or more So thats effectively $10 or more per game on top When you then add all the pc spec requirements just to get a stable frame rate without running your pc at 100 degrees its really not worth it any more. Costs are slowly chipping away at my enthusiasm to play them
Another issue is files for other languages are stuck on every version of the game instead of being installed via an individual's choice. I bet the majority of the space taken is uncompressed audio files because we're still using .Wav's.
A big issue with large file sizes is them forcing 4k textures on you even when you lower the texture resolution afterwards. They should just ask you what hardware you have BEFORE the download so they can download the maximum appropriate texture resolution - or outright ask you what resolution you want to download
@@alexale5488 mhm just ask them "What texture resolution do you want. 1k will require X amount of VRAM, 4k y amount of VRAM" and so on, so people have a choice
@@fraizie6815 Yeah. Literally, these are not things a game can't work without. It's the reason communities can add costum models or textures in their games. A game has primarily two components : the physics engine and/or the server processing thread, where game logic is stored, calculated and updated and the render pipeline, which draws stuff on the screen according to the received data (example : take this image from the folder and place it at X and Y coordinates on the screen).
I guess you want mipmapping with only the appropriate textures installed. But textures probably aren't the reason for the huge file sizes in most cases. Cutscenes and multichannel audio usually eat up a lot more space.
Modern games are 200gb nowadays because no one is limiting them. If Playstation and Xbox one day said that a game above 100gb would pay double server fees they would magically optimize their games.
Or Sony and M$ would start making bank... damn, get me on their marketing team, I don't care which one.
@skaterpoopypants thats absolute dog shit
microshit flight simulator is 250gb
forza horizon 5 is 170
GTA V is 90
Fortnite is 110
even smaller games like FNAF:SB still come in at almost 70 gb
and all of these are without considering DLC.
@@mereizaaHoly, I had no idea Fortnite was that huge, I recall that it used to be like 14GB a few years ago..
@@xxminecraftxdpro_123roblox3 yea, a few years ago it was.
then you compare it to 2 days ago when epic served me a 47 gb update for season 3... absolutely ridiculous.
@@mereizaa OG doom: allow us to introduce ourselves
Big shoutout to the developers of warframe who did an optimization update years ago that cut the filesize in half without removing any content.
I played warframe on my mf $100 college laptop in 2015
Its funny cause they went.
Games to bloated, gonna decrease size and actually didn't do like 5gb but i think went from 60 back to 40, by using other methods of compression and code reduction
Exact sizes vary, but the current total size of Warframe is ~40GB, which is only about 10GB larger than it was five years ago.
With that in mind, consider all of the things that were added between then and now, including but not limited to multiple tilesets and open landscapes, dozens of classes and who knows how many weapons and enemies.
To be quite honest I'm half convinced that the coders at DE are actual wizards.
Got banned for 12 years. Chat moderation can go fuck itself there
It's why DE are the best game developers out there. They genuinely care about the players and don't see us as mindless cashcows like most devs do.
❌Increase map size
❌Increase game content, missions and perks
✅Increase images and unimportant files that nobody notices
192 likes with no replies? Let me fix that
True
Yeah.... The Microtransactions.
4k texgures for the roof of the houses, that you see up close twice in the game... WTF
Ah yes, bloatware
Thats one of the many reasons I appreciate Fromsoftware's games. Elden Ring is less then 50gb and Sekiro is only 14gb. Optimization is super important and more AAA studios need to realize that.
Edit: Stop replying saying that the performance side of optimization is bad in Fromsoftware games, it is, I was talking about optimization purely in terms of space
what are you for real?`i dont like thoose souls like games but that is really amazing and i apreciate it really when they optimise their games well!
@@godot1785 Yeah, its for real, even Dark Souls Remastered in only 6.86 GB, although tbf it is a remaster of a 12 year old game. Still though, I agree, definitely appreciate good optimization, I prefer that to crazy fancy graphics honestly.
@@thatcat_ glad they can run well even if capped to 60 (and anyway you can probably get a mod to uncap it) they are probably the only company that ive played pc ports that actually ran well which should be the norm
He is transphobic
The performance is horrid. Just the PC port in general.
Good optimization in space tho
They're poorly optimized because AAA games aren't passion projects anymore, they're products. The end.
still plenty of great games to play
Crazy deadlines and 4k textures, that’s why
Optimization and the forcing of having also 4k textures that the majority can't use/ see the difference.
What about RDR 2 ?
@@ryanbhadain5867 according to google 150gb.
Sooo, still counts i would say.
I come from the future. Black Ops 6 is 309.85 gigabytes and requires an always online connection because the game still needs to download textures on the fly.
loading screens for your loading screens in a 310 gb game
I do want to say a few things, just for clarification.
1.) It isn't actually 300 gigabytes, that'll be the size of a full CoD HQ install, however, you are able to remove Warzone, MWII, or MWIII from that install. You can look up how for your platform. MWIII also doesn't require MWII be installed.
2. I believe the current CoD does this, it just doesn't require it be always online since they have the Offline Mode.
@@minodab492 100 gb call of duty games are still not acceptable they’ve been pulling this shit since like bo3 because they cut corners optimizing their games. Every call of duty has been exactly the same gameplay and graphics wise for the last 8 years.
If you are going to take the same amount of space as RDR2 I expect you to be as good as RDR2.
@@minodab492 Or, they could just....NOT take up a boatload of space so you can have the game in its entirety at once.
What's the size of GTA 6? 🥲
Okay but what if... They start selling mini SSDs that plug into a PC with the game pre-installed, and we reverse back into another age of physical media XD
thats actually not a bad idea
Basically just cartridges again.
Then they could no longer invisibly offload the cost to you. They'd never go for that willingly.
Almost sounds like a 'cartridge' or 'disk' or something 😯🤔🤯
Hate to say, that's a good solution.
I’m willing to believe that idea that publishers are intentionally bloating game sizes in order to discourage people from uninstalling them / downloading other games so that they’ll continue playing their game. That 100% sounds like something they’d do.
At the same time though, I think there is an easier answer: complacency. Companies are so used to having no limitations that they don’t bother thinking about compression or optimizing their games’ file sizes. If the game’s too big or takes too long to download, that’s viewed as the customer’s problem to fix by going and buying another storage device, or upgrading their internet plan.
Limitations breed creativity, innovation, or whatever they say. Back when cartridges or discs has only a few MB / GB, they couldn’t pull this shit. If you didn’t compress your game into the space given to you, you weren’t selling that game to anybody.
That's a really good point. When you have the limited space of a disc of course you'd optimize as much as possible. Probably a big reason companies want to switch from physical so badly.
I'd simply uninstall their shitty, bloated games and forget about them and install much better games. Not a good strategy
Since more game discs are just becoming keys to download via the internet, maybe there should be a law that publishers should compensate our data usage (especially with how ridiculously huge games are becoming like mw3) for a certain amount of GB used. Just an idea though, maybe that can deter game publishers/devs from relying on consumers for the internet usage to be their problem, so they can instead prioritize optimizing, compressing, and creating games bug free as possible for game discs so day one patches won’t be so big. Not sure how this can go through any bills, but just a thought! Maybe that way, physical games can be preserved to scare off the digital only movement
@@zemtophire Having it financially hit a company is the only way that getting a solid day one release would happen (regarding the offending companies that have shown their true colors).
@@zemtophire Unfortunately the likely of that happening is insanely low unless its from EU tbh.
Although, Nintendo is amazing for physical media, and is my go to everytime as the full games after cartridge revisions (for stuff like pokemon) are on the cartridge itself 100% all dlc/updates included).
Can't wait for GTA VI to be the first game to break the terabyte barrier
if RDR2 is 116GB then imagine GTA6...
It’s not gonna surpass 300gb
@@Sam-kk5gnand you think 300gb is little??
@@William11987just look at horizon forbidden west
@@btfo420for gta 6 relatively yes
Switch games have less file size since they compress EVERYTHING so they can sell games on a SD CARD.
and they make amazing games totk is less than 16gb there is no reason things need to be that big
(also small note switch cartridges are nand flash not emmc so its not sd card levels)
True but the models are less quality, the NSZ file format is a life saver for the switch imagine downloading every game in xci or nsp.
And no one complains because the games are made to be fun to play and not to stare at some texture and say how good quality it is. Also the audio doesn't sound compressed at all.
@@gnomaki there's some cases of compressed audio in Switch Games but I only noticed when Digital Foundry showed a comparison. not really noticeable actually.
and its worth noting that you can still get competent games on the platform. Witcher 3 for example had effort put into porting, they fit it onto a cartridge, and it only has some minor frame drops in populated cities. Before they released the next gen update last year you didnt even have a day 1 patch iirc. If ubisoft or activision made witcher 3 instead, half the game would be required patch and it would be at least 100 gb.
the new mortal kombat game is the worst of this i’ve ever seen
135GB for a fighting game almost on par file size with rdr2 makes 0 sense
and it's still the same shitty 2D fighting its always been.
AND not everything is included either. So it could always increase due to the massive amounts of DLC most modern fighting games have.
Sometimes I wonder about such big file sizes myself. Forza Horizon 5 was already big for a drIving game. And yet as its been said MK1 eats this much? How many fighters, arenas, fatality moves etc are in there? This game must be home to 300+ fighter characters and other boogaloo.
@@niemand7811forza horizon had irl scans of over 500 vehicles and a giant empty map ofc it’s gonna be high in storage lmfao
Bruuuuuh, what?!
Game discs being keys to a digital download is just INFURIATING.
Which makes the new cod discs worthless
Likely just a way of preventing trading.
Remember playstation's commercial "this is how you share playstation games"
Game discs today are essentially useless pieces of plastic. They’re more correctly called “Validation Keys” giving you the “license right” to download the game to your system using your own payed for Wi-Fi. It’s all fine for profit & is also done to prevent people from trading games meaning you have to buy each individual license. When the day comes that company takes down the game or they go bankrupt you lose all access to your library of games forever.
And you buy their consoles and keys even after the xbox one fiasco where they actually back tracked the always online DRM. People are truly stupid to buy their shovelware
The file size increasing is the reason I have to wait like 3 days to play a game I bought, I actually hate call of duty now, I used to be a call of duty fanboy, now I don't even buy them. I wouldn't mind the look of games being on par with Advanced Warfare even older. We're at a point where increasing the polygon number exponentially doesn't make much of a difference in looks, they could make lower quality models and people wouldn't notice as much.
Anyways, Great video Stryxo, it's a very interesting topic.
I wouldn't mind if all games looked like PS3 games, those looked mostly fine. Hell, most games could get away with PS2 graphics. I played MGS3 for the first time last year, and I was surprised just how well it holds up.
@@notme8232 I say that same thing when I play through the old transformers games on the 360. War for cybertron is definitely my favorite
@@notme8232 exactly
@@DrDementia ya , there's not much of a jump between PS3 and PS4, there's a bigger one between PS2 and 3
The best part is that this will also dramatically decrease developing costs. Which is, you know, one of the biggest reasons why games these days either come out as failures, or come out immensely un optimised.
Point is, stylised > realism any day
nothing eats storage like
- textures
- splines (trajectories, animation paths, virtual camera rails, ...)
- good audio (not mp3)
- vertex shaders (with pre-baked maps for every cycled weather effect)
Yeah splines are huge, I remember hearing somewhere that 25% of the file size in the new COD is just splines.
What I find hilarious about splines. A competent programmer can easily replicate that system by using a breadcrumb pathfinding algorithm. Using basically no storage space because it's rendered during runtime.
But splines are visually easier to implement for designers and rigid.
@@Wesmoento be fair to the devs, they can only do what they’re given the time and resources to do. AAA publishers no longer care about saving memory if it gets them paid. Hell, you could argue that occupying more space forces players to limit what games they have installed and therefore makes them more likely to play those bigger games simply due to less space for competition.
Why do splines take up so much space? Aren't they basically just lists of coordinates?
@@RustyShackleford556 it's precalculated. Just like pre-rendered video.
Graphical shaders have this issue as well.
this got recommended to me after finding out bo6 is about 310 gb
edit: i posted this comment before i knew the actual size
Or mw2022 dlc
BO6 isn’t 310gb. It’s like 100gb. The entire launcher with MWII, MWIII, BO6 and Warzone combined is 310gb.
is kinda 100+ hrs Movie files (than game files).
Graphics peaked in mid 2010's and it's all been diminishing returns since then. Seriously, look at games like Batman Arkham Knight (2015), Uncharted 4 (2016) and Order 1886 (2015) and tell me they don't look like they could've been released today.
AAA studio's obsession with graphics drives me nuts because it's the main reason behind these insane filesizes aswell as gargantuan game budgets nowadays. It is the biggest waste of resources and time for something that you can barely notice the difference, and leads to studios taking less and less risks because games are so expensive to make now.
They actually didn't peak, what's happened is the pixel sizes have reached the point where our eyes physically cannot recognize the difference between smaller sizes. So really all they should be focusing on at this point is color range and depth and fps.
I fully agree with the OG posters opinions. I miss all gaming up until the 360 era so much. That's pretty much when gaming peaked. Devs should never stop using inspiration from previous game gens. Timeless games don't need hyper realistic graphics. Some of the best games have unique art styles, unique damage effects, smaller more interactive environments, destructible objects, physics like effects or funny cartoonish or absurd type of effects. Anytime i say this someone in the comments always says: "umm well we have indie games" but my point is we need this kind of game selection on CONSOLES as well. PC's have steam & tons of access to a unique library of creative indie projects. Look at the Game Library of the most recent game consoles? Now look at previous generation consoles? There's no competition. It's not even close to the PS2, N64, PS1, Xbox, GameCube, Dreamcast, 360, PS3, etc.
If game devs & game companies realize they are wasting such insane amounts of $ & time to make a game that still runs so terribly (no matter if u have the best PC possible. Which proves it's how these games were made. Not the tech hardware needing a upgrade. I bet we haven't even come close to pushing modern hardware to it's limits yet) *So if devs & companies can see it might not take so long to make a game, not cost so much money to make EACH GAME. Give these things a chance to prove they are capable of being timeless. Hopefully we see a resurgence of pure nerdy passion & focus from devs if they are allowed to just focus on smaller passion projects. Especially with today's technological advancements. Previous games should still inspire newer games no matter how far into the future we go. We shouldn't leave those unique aspects of gaming in the past. Hopefully the struggles of the modern day triple AAA games will organically shift change back towards a better direction. I just worry about the gaming industry being at a certain point where people who are severely out of touch with the core gaming community are the ones that are making the most decisions and forcing devs to do things they completely don't want to do because they know it's a bad idea.. I wish we didn't have so many game companies get bought out. I miss when a game was a project worked on by a group of passionate people who decided they wanted to create this passion project.. Now it's like a popular underground band getting bought out by a mega Corp and now they have full say in the way they play music and when they play music and what they say in their music.. I hope gaming snaps out of this dark chapter and they find their roots they left in the wake of the Y2K era..
Crysis 3
Ironically, its not the graphics that take up a good chunk of file size, but the sound files!
I disagree about hitting the peak, just look at a path tracing (a good implementation) and you will see a massive leap in quality.
Sekiro: Shadows Die Twice won Game of The Year with 18GB of disk space
That game looks really good
As far as I recall from playing it, it was actually 13 gb (without the updates) and it looks so good.
@@DaakkuuYRS i think it's the best looking fromsoft games, even a lot more than ER. it just looks so painterly
@@Kharn526 you're missing the point completely.
@Kharn526 Tears of the Kingdom is also like 18 gigs or so, and I'd say that's an incredibly accessible, very recent title.
Minecraft and Terraria are a few MB, and you know how universally well these games are recieved.
.....so what's the point?
To get realistic graphics, you don't increase resolution of textures. You change the art style. But that's too much brainpower required.
Art style is everything. Games like dishonored, team fortress 2, half life 2, etc. have all ages well.
minecraft in 2009: a few megabytes in your appdata folder for years of good memories
some random аss shooter in 2024: 200 gb and a day of downloading for a week of your typical generic soulless triple A experience
Just give me 500 mb of space, Minecraft 1.12.2 some mods and i'll have fun for 5 years.
Metal Gear Solid V (An open-world game (that totally kicks ass)) is only ~26 gigabytes. Call of Duty is the bane of my existence
Pokemon white is 50 megabyte
why even play anything made after about 2015
@@ianswift3521 doom games are fun, eternal is the exception when the game is worth the file size. also sons of the forest looks gorgeous for its 8 gb.
modern gaming sucks, but there are exceptions
Meanwhile the Warfame devs perform eldritch sorcery every few years by halving their game size while somehow doubling their playable content lol
They have have an army of child space-ninja-wizard-mutants to do the dark magic for them
Void sorcery 😉
They tapped into some Void magic shii, it's alien space magic, I'm tellin' you
Belkan witchcraft perhaps
While also making the game run exponentially worse and having that expanded content be 100% worthless in the greater scope of the gameflow.
Celeste is a game with an actually good story, peak gameplay and awesome game design and effects and thanks to the fact it uses pixelated assets its still less than 2GB
A 2GB game is better than many of todays 150GB games
Indie games keep winning
Hearing the sizes for some of these games gave me a heart attack i have about 90 gigs remaining i cant download anything anymore
Honestly most of my games are just games that released years ago and aren’t full of gigs
@@evil1stthat's not true it's HDD that are affected. You aren't physically searching for the data them being 1 or 99% full changes nothing
@@mrmangbro6842 SSDs slow down due to them having to look for blocks to write data to and pull from. HDDs are hit worse, but an SSD is also hit, in a small way, by this.
I have 200 gigabytes of storage on my pc (Not counting files that are REQUIRED for my pc to work). the fact that i can't download most AAA games blows my mind
Barely makes a difference.
What's crazy is that I think games like Call of Duty benefit from having such a high storage size. If you can only hold 5 games on your console, you're only gonna play the games currently have installed. They are limiting access to other games so you can only buy microtransactions on their game and not the other ones, whether intentionally or not.
Do normies not uninstall games to install other games or something? I'm only keeping that shit installed if I feel like it deserves that space
@@anthonyf616 when games are 150 gigabytes and you actively play them you can't just uninstall and reinstall them easily. It could take hours to do that.
I think stryxo said that in like the first 5 minutes of the video.
@@anthonyf616 Not everyone has zero caps on their internet connection, not everyone has the time to dedicate to just, waiting around for the game to download and install, and if you actively play the games that you have installed, you can't uninstall them and still play them.
@@BuckleysPants after you play the campaign and delete it, MWIII and warzone together only take up like 80 gb or so, and that's with all the guns and half the maps from the last game included in it as well. It's genuinely a skill issue on your part if your game is 150+ for CoD at this point
To give you a perspective, I have a 4TB ssd. It holds about 15,000 mkv files in varying size (anime) with 60gb of free space left.
Torrent Seeder?)
Average size of 273mb, nice codec lol. My music collection is 2008 files, mostly FLACs which are completely lossless. I guess when you put it that way for audio 35.5GB sounds like a lot
Why ssd though? An hdd would be a better Becuase they are more designed with that use case. Ssds would die from writing a lot.
@@RusRus72 coulda spent 170 on an 8tb hdd 😹
funny how a game can be 200GB but so little content
Halo MCC, 125GB that has 6 games with 2 remasters/remakes in one with new movie-like cutscenes and additions, totally worth it 😎
@@saricubra2867 yessir I got halo mcc, Bo2,Waw, skyrim, and fo4 installed for about the same as the cod HQ 😂
It’s mostly shaders your old console or weak pc will never touch
@HunterAnsorge-ok9jk ok buddy 👌 you're just so cool have you ever touched a woman though?
@@HunterAnsorge-ok9jk, only few millions of pc can use thay🗑️🤢🤢🤢 majority of pc user are broke as fuck, only has garbage pc.
You know things are getting bad when your average AAA is only half the size of Ark instead of a third
The dlc's are what bloat ARK. SE at least, 60 for the base game but season pass 1 makes it ~260, for a few maps?
Now that's a game that could use some optimization.
@@Melrieoi 60 is still far too much.
@@CoralCopperHeadnah ark is a giant game with so much replay value
@@AutisticIrishi dont know why Ark is so big, im pretty sure they messed up on optimalisation. Im not sure, but i think my ark gamefolder, ok i have some mods, but its like 400gb its really crazy its just weird. Even though it runs pretty good at all times. NOT talking about Asa though...
AAA devs trying to compress their game challenge (impossible)
I think we reached the plateau of video game graphics as well. Like, the improvements are barely noticeable unless you specifically focus on them.
Barely noticable unless you really go out of your way to find them while bloating the file size like crazy for no good reason.
Yeah, there's very little difference between the PS4 and PS5 graphics wise. The newer consoles look a little prettier and have fancy things like raytracing, but that's about it.
I've been hearing this lie for over a decade. The games I first heard it said about look like utter crap by today's standards. Especially over the past few years video game graphics have been exploding. There's a mass migration of 1080p users to 2k. VRAM tripled in 2 generations. LOD is becoming less and less of a limitation. Open world games with no loading screens and no close-up fog are becoming increasingly viable. I can't imagine how anyone can still regurgitate this lie after 10+ years and think it makes any sense.
@@KonglomeratYT Loading screens are made shorter or eliminated with better SSD read speeds and more RAM. Higher resolution textures work against us there. I can see having everything run true 2160P eventually, the problem is 8K will be shoved down our throats setting us back in terms of world size and loading speeds. My only hope is that AI upscaling will make it so nobody actually uses 8K textures and they max out at 4K.
@@KonglomeratYT Sorry that you've been binge-eating technical specs so long you needed to vomit them all over the comment section. The reason we can keep pointing out this truth is because, well, it's the truth. Assassin's Creed: Valhalla looks worse than Metal Gear Solid 4. If you need any more evidence, you'll need to talk to an optometrist and get your eyes checked.
3 reasons in my eyes
1. a shift from stylized to photorealistic graphics
2. they are simply products, you purchase, consume, and then discard the product when their next title releases
3. optimization, being almost entirely ignored because the said product will just be discarded usually when the next game releases
11:55 those people really are the worst! Will try to convince you a game is trash because the water doesn’t fly up when you shoot a puddle or something.
I call them idiots
MW3's size consists of 500 megabytes of gameplay, 500 megabytes of graphics, 100 gigs of microtransactions and 149 gigs of recycled content.
"Perfectly balanced"
And then you have 2011's "Call Of Duty Modern Warfare 3," which has experiences for campaign, spec-ops, survival, and multi-player all on a single physical disc.
That's not how it works lol , most complex gameplay can't get more then 1 megabyte
Halo MCC is 125GB, a single game taking more storage space than MCC is 100% asinine.
do not give them the idea about the fucking cross-promo ssds, that is diabolical & you will forfeit your chance for the mercy of our good lord.
I think that would be a funny resurgence of physical ownership.
@@KonglomeratYT Until you realize that they're charging you double for every game (70 for AAA hogwash, 70 for samsung ssds), because they're going to act like you owe them both sets of manhours, instead of putitng them at a reasonable price.
You can get all of GameCube, PS1, all console games from before 1995, all 3ds and 2ds games in a PS5 and still have a lot of storage left. But now 1tb is barely enough for 5 AAA games in PS5
This year's call of duty game: $70 (plus microtransactions, maybe, idk), takes a quarter of your 1TB SSD, four hours of campaign mode, multiplayer is the sole focus and this game will be a barren wasteland in 2 years when three more COD games come out.
Stardew Valley: $15, no microtransactions, game is about 600MB, nearly infinitely replayable, still getting good updates and community mods after 8 years.
Stardew Valley, my beloved comfort game.
@@_Bungus Bro... Same... Cobbled together a crappy makeshift greenhouse out of junk I found 2 years ago and been growing tomatoes in it for a while. All because of a little, relaxing and amazingly well done farming game.
That's a really bad comparison. Of fuck course started valley takes up less space than cod.
@@NoName......Yea. You can't really compare these two games. Not a fan of CoD and a huge Stardew Valley fan. But you can't compare a giant AAA game with an indie game made by a single person released 8 years ago. One is a pixelart game while the other one has realistic graphics. There is no way a modern CoD could be less than a gb of data. Also, saying that you should be playing Stardew Valley instead of CoD is stupid aswell. I doubt that anyone who wants a high action only fps game will get that needs fulfilled by playing Stardew Valley. Atleast recommend another game that is in the same genre
terrible comparison
buying PC parts is especialy painfull when you're not in the USA.
Yep, or even buying a new pc. Especially hard in the post soviet countries where the economy is in shambles. I have been saving up money to buy a new laptop soon and checked my local store, and well, the best that I can get costs upwards of 2,500. The "best" available here is barely comparable to what'd be considered "best" in USA.
@@shakirashipslied9721 and then when you want to play something newer games can cost 2/3 of a paycheck
@@bartomolev6682 Yup, and their system requirementa will probably end up being something your current PC will STILL struggle with because Triple-A games have the worst optimization known.
Hitman world of assasination is 75GB large. However it contains all levels from Hitman 1, 2 and 3. Where Hitman 2 is 149 GB of install size.
wat
how did that even happen
Yeah I bought it in the summer sale and was super confused on what's going on, can someone explain? I'm gonna be playing this after I finish Arkham knights
@@Lynn.-_-. nowadays theres this thing called "data/code compression" which creates shortcuts. Imagine 2 different images creating a 3rd one essentialy.
the other is removing outdated textures and other things that take up alot of space and replace it with something that takes less and is used better
im no expert so this is like 90% accurate
@@Amin-al-Husseini_1941picture Compression isn't new; it's been around for ages.
First game i emulated was Pokemon Crystal. It was 2mb. I played it for 200 hours. It was 2 MB.
same for me just replace it with Pokemon Fire Red for GBA :)
@DaVinc-hi7hd That was a great game. Make that is. Is a great game.
I just learned recently that Final Fantasy VI (that is 4MB) was a very, very expensive game in the 90s with a 70 dollar price tag. Adjusted for inflation right now would be like Cyberpunk 2077 + DLC pricing
Into the Breach, a game made by Subset Games, offers you not only the base campaign with 14 of base squads, but it also offers CUSTOM squads. This singlehandedly makes the game SO much more replayable, and it's 500 MB.
Games started to grow in ps1 generation era. Before they were only a few mbs in size.
Basically the whole console games library before ps1 era fits on a 64GB stick.
What’s impressive is that the engine rdr2 uses is from a rockstar table tennis game which looked good it’s time
Originated back in 2006, Rockstar San Diego sure are ahead of their game
Rdr2 has a right to be a big game. BUT CALL OF DUTY?
gta 6 will be even bigger 😭
Hot take but the File size for COD might be on par with RDR2, it has to cram the Campaign, Multiplayer and and all its Game modes, WZ, Zombies, and DMZ ( if your feeling extra) all onto one Disc
@@pa414 CoD campaign are shit nowadays. It's just bloatware at this point
Counterpoint, it's not even on a disc. Its barely a couple gigabytes (I think. I remember it being that way when I first got MW2). You have to download EVERYTHING@@pa414
@@pa414 For just MW3 (no wz/mw2), its only a bit over 100gb. 200gb is for a FULL install that includes all parts of mw2 and mw3, which you do not need just to play mw3.
Shout out to Deep Rock Galactic. A 4 player co-op FPS with procedurally generated environments which are fully destructable, satisfying guns (12 primaries, 12 secondaries all with their own customization, 16 throwables, 4 class specific traversal tools, and crap ton of weapon overclocks) varied enemy types, a shit ton of cosmetics, a completely free battle pass system, a hub area with many things to do, amazing multiplayer.......all in 3 GB.
Oh and also a very friendly community.
Brother. Rock AND STONE!
FOOR KARL
Rrrrock. And. Stoooone!
Thats right. Rock and Stone!
The "friendly community" is only true half the time. The reddit page and some elitists are more toxic than any cod lobby ever
A major limitation of games before used to be the limits of system RAM because a full level needed to fit inside RAM. A rather cool advancement is that with the rise of SSDs, there has been more development done into real-time storage streaming. They have gotten really good at it. But the issue is that it doesn't incentivize small sizes, but fast or no decompression. That is to say, in many cases, large file sizes ARE the optimization. And once the drive is directly accessible, there is no incentive to limit game sizes.
I'm a simple man, if it's more than 60GB, i don't play the game.
so you havent played rdr2??
Ikr, I'm not waiting weeks for these things to download.
Same
I havent either, didnt miss much. Not my style of game atleast@@boarr72
@@boarr72 nope, the only thing bigger than 60gb is GTA V and Spiderman i believe?
Everything else is way less, ghostrunners 1 and 2, subnautica, Minecraft, pes 2013 for nostalgia with my dad and old friends, rocket league, etc...
I am a simple man tho, these are fun for me so I don't chase much bigger games.
The thing with 4K textures is that you should put them only on important things, like if it's an FPS, put a 4k texture on the weapons, because they are on your screen all the time, or on characters faces, don't put them on every single patch of grass, stone wall or piece of clothing.
I know that for experience. My modded Skyrim folder currently has 240GB, most of these are 4k textures.
but then some "reviewers" will nitpick to no end about it. because that one texture is bad therefore entire game is dogsh*t.
everyone knows people like that.
So what?
Game size bloat is one of those cases where E.U regulations are welcome
While I would agree, I fail to see how this could be regulated, especially long term. There'll be a point in time where certain games will inevitably need 500+GB for good reasons. Not happening anytime soon, but who knows what the future holds
@@DelaryHapthere is no good reason on why games should be 500gb. nothing justifys it
@@Kaizala1933 10 years ago games were rarely above 30GB. 20 years ago there were barely 5GB. 30 years ago? Not 1GB. What makes you say for sure that games 10 years from now won't double in size or worse?
@@DelaryHap I don't think that game size is linearly correlated with quality, or performance for that matter, I suspect that there might be perverse incentives from developers to pin players to a few number of games since most games these days include monetization and are mostly played online, the longer players spend on your game the more your earn, You could also blame developer laziness as platforms (pc or console) get more powerful there is a strong temptation on their part to release bloated software. If the market can't force them back on their good senses, a few regulations might help.
File sizes have always increased with the times, but so has the amount of storage along with it. 500 GB games are very likely going to become a reality someday, but hopefully by then terabytes will be the base standard of measurement instead of being absurdly large like they are now.
What's killing people's enthusiasm is game devs are vastly outpacing what consumer hardware is able to keep in storage at one time. We also have to consider installs ourselves now, while back in the olden days it wasn't a concern since the entire game ran from the cartridge/disc(s).
main reason : retention design
discourage you from downloading other games
no compression at all, no game should be over 60 GB with good optimization, none of these games have them
Another big reason is the inclusion of so many textures and models that are immensely over-detailed.
And that can be fixed easily by just... including the high-detail textures and models as a separate, free package.
Half the time it's not even compression: it's terrible, terrible asset management.
We're talking 60 unique types of rock, with unique textures, when just four of them, rotated and scaled a bit, would have been enough. We're talking symmetrical meshes that have unique texture space assigned to every part of them, resulting in larger images required to keep the resolution high, even though both sides are completely identical and they could have stacked UV islands on top of one another. We're talking five separate guns that are identical apart from being a different colour and each colour variation is its own texture rather than ONE texture with a line of shader code to tint it. We're talking about a car asset that's in one scene, 400m away from the playable area, that still inexplicably has 4K textures despite being 16 pixels on your screen.
@@vanillacoldspore but how am I supposed to see the dust bits on the rocks with 4k monitor? Next you're gonna tell me upscaling is just as good. /s
@@freelancerthe2561 Well, the developers could make procedural dust using something like shaders.
Over 50GB**
they are not big
they are bloated
thats a MASSIVE difference
theres hundrets of indie games that have UNGODLY amounts of content and a fraction of the size requirements compared to your tripple a of hte week that lasts you for like... a week at most and still runs like garbage
The entirety of Doom II's original 1994 release is taking up 15.5mB of my storage right now. The entire game, with the models and animations, the launcher, the manual and the multiplayer add-ons.
10:30 I know this is probably just a joke but the reason the "remaster" is so large while it looks nearly the exact same is because LITERALLY ALL THEY DID was slap the textures in an AI upscaler and call it a day. Didn't even compress them or anything.
Do they even own the rights to those textures now?
P3P remaster be like
If you're going to "AI" upscale the textures, you might as well do it at load time. Not to mention if you did, you could limit the scaling to what will actually be visible, saving time and memory.
no way..... he returns when the world kinda wanted him back!!!!!!!!!!!!
I am earth and i wanted him back too
My goat returns
He is transphobic
Games nowadays have more skins and clothing than Dubai Mall
I remember just before the release of the PS4 and Xbone, there was a good few years where the PC version of games had an optional HD texture pack for those that had the space and horsepower and people complained it should be part of the game... We've come full circle it seems
Laptop and portable users would like to thank them.
I wish removing 4k textures was easy to do for many games. Sort of negating the issue. But usually it's well encrypted.
@@Wesmoen ubisoft has a good habit of putting ultra textures and videos as separate .dat and .fat files, you can just delete them and game will run as normal. wish their games were worthy to play lol.
@@hardVatsuki that's awesome for a Ubisoft action. It's nice to see they're somewhat competent.
I just delete the Japanese language files in Final Fantasy XIII and saved 20gbs. The pc port could definitely have needs some space optimization, like being able to select install language or some way to save the space used by duplicated cutscenes by encoding the differences.
Been thinking about this for a while. I think game sizes are so huge now because most developers don't have much of a reason to bother optimizing their titles anymore, even when consoles still desperately need it for some games to run well.
There's not a single reason why a game like Doom Eternal should run on the Switch like it was literally made for the handheld, meanwhile Sonic Colors Ultimate (A PORT OF A WII GAME) runs at half the framerate on Switch compared to all the other consoles. Not a single reason AT ALL.
There's also a debate going on in the Roblox developer space. Specifically it's about if we need texture resolutions higher than 1024x1024 (which is Roblox's max image size), which... people are already complaining about how much CPU and RAM some games on the platform use now compared to a few years back, and yet they still want higher quality textures that'll only make that exact situation far worse with barely any benefit.
I point to the new MW3 being a massive resource hog (what game needs over 200GB????) despite not looking that much better than previous entries as proof that most games really don't need 4K or even 2K textures to still look nice. All it really does 95% of the time is bloat file sizes and use more resources for what amounts to nothing more than a placebo effect.
game too big. me no like.
The 4k textures and ultra high resolutions, and whatever graphical fidelity fuckery at this point feels like it's only done for cash whales to shill their games for not even free, but even _paying_ them for playing their games, for that additional bit of marketing.
To be honest I think people overstate the effect of 4k textures on the recent MW games' file sizes. A few months back I bought the MW19 campaign on a sale (it was for research purposes I swear) and found that if you choose not to install any of the multiplayer content the game's filesize goes from 210 GB -> 108 GB. That can't just be a 4k textures problem. My guess is every multiplayer gamemode has its own separate collection of textures and assets for maps, instead of sharing assets with campaign maps. Which is like bafflingly stupid.
Games not being optimized is the reason so many X and S and Pro versions exist.
When we had Xbox 360 and PS3, those consoles could run any game that was made for them flawlessly.
Now, consoles start to age like PCs and needs replaced not by another generation, but another upgrade.
Excuse me? Wasn't that the sole reason of buying a console? You can have it 10 years without worry and play anything without lag? When I heard that "PS4" got old and you gotta buy "PS4 Slim" because normal PS4 lags, I started to laugh.
Some say Call of Duty is a joke.
Id say the real saps are the ones who keep buying these damn games. You guys allowed this to become the norm. *(Larger file sizes, Over monetization, requiring Warzone just to even play the newer games, and the list goes on.)*
Kids cant be the only ones responsible for participating in this endless tomfuckery, lets just be honest here.
Have some self respect, people. Smh.
Textures scale geometrically. A 1k texture is 1MB, a 4k texture is 16MB, a difference of 16x. Then factor in that there are the texture maps, normal maps and specular maps for physically based materials, a texture for a single thing in the game is now 48MB.
Instead of being creative like reusing textures or optimizing textures size for small models that don't need it, simply ship the game as is without any of that. Then, don't do any texture packing where you put texture, normal and specular maps into a single file where you can seperate them with different RGB channels. Then don't remove assets for stuff that was scrapped or moved into something different. Then don't do any compression. Then do that for every single 3d model in the game that has more than a hundred guns.
Then there's sound. You can quickly get a large size if you have lots of different variations of a gunshot or footstep, for every environment (indoors, large closed space or open spaces) instead of using procedural sound.
That's how you end up with such a ridiculous file size
Sound is not a problem, why does it have to be compressed we have lossless aac, lpcm, CD audio, DVD audio, HD audio, Opus, Dolby, THX, Surround, many formats, even lossy compresion at decent enough bitrate can be decent. as I understand most games may use a stereo or CD like stored file as a sound effect, but put that into the game engines 3D distance/object oriented system so it can map how closer or further away that sound is, how louder or quieter, how much reverb or rather how it's affected by walls etc. and it's position within the map, like a certain space of environment, buildings, props and senery will genrate certain aucoustics when x gun fires in x certain part of x certain map, I guess more older games did this is a more rudementary round about way mixed with thier (the maps/areas) soundscape, now games like valve's CSGO has HRTF and other simular solutions for real time 3D object based sound, I guess before being so Object based it was more sound emmitors that would emmit the sound based on approximate spacial representation within 3D space. All those Audio Files don't have to be Uncompressed/Raw is my point. Plus given the code technicaly all sounds (*not including dialogue and voices*) could be made in real time using manipulation of Sine Waves, why the could figure the code to implement to reproduce the sound from listening to the recording and just run a precalculated (or patially precalculated at least) version of code to generate the sound in real time I don't know Sound Editors/DAW are pretty instant once you've made the changes, plus the calculated/generated result could be stored in a look up table or in the code or something like that.
@@vitalsignscritical The trouble is AAA studios just don't bother to do all that work for their in-game sound system, likely due to just not having the time to work on it. Instead they just make every single variation of a sound its own separate sound file, so each gun for example ends up having like 300 sound effects each. All those uncompressed sound files start really adding up. And in MW19 it adds up to something like 30GB
And then there's .kkrieger at 95kb a 3D FPS th a t generate it's own textures and end of being hundreds of mb when run
the problem isnt the game size, developers are just artists trying to create a good experience for gamers, the problem is the canvas are small, computer storage and memory have significantly not improved, for instance ps1 had 4mb ram, and 700mb cds, ps2 had 32mb ram and 9gb dvds, ps3 had 512mb ram and 50gb dvds, ps4 had 8gb ram and 500gb hdd, an increase of 16x the memory but ps5 has 16gb ram and 1tb storage, ths is just 2x the memory and storage, because storage and memory have become expensive, so game sizes always invitably increase but our computers simply wont be able to keep up, this is the reason games since ps4 all look the same and the industry is feeling the pinch,
The reason microsoft and sony are closing studios is because its become more expensive to make triple a games, and most of the problem stems from artists and engineers trying to fit and make blockbuster games run on systems with very low resources, its not easy for them because they have to do witchcraft to create games like batman and uncharted 4 run on a ps4
@@machinefannatic99 > developers are just artists trying to create a good experience for gamers
at the cost of absurd electric bills for players.
2:48 That isn't Dr. Mario 64 gameplay, that is the original NES game.
me when i spread misinformation online
@@GeneBodem i was referring to the video if that's what you mean
W Wario facts
oops my bad, downloaded the wrong free to use gameplay, thanks for pointing it out!
My first flash drive was 1gb. It could hold the entire universe
I had an old Samsung tablet about 8 years ago. When I downloaded 20+ games on that thing the storage obviously got full. When I deleted 15+ games, the storage was still full.
I've never been a Call of Duty fan, but it's insane how they continue to rehash in this way, and the moment storage becomes expensive again people will stop buying games that take up too much space and only then will companies be forced to offer compressed versions of their games along with the uncompressed.
The thing is the brain dead cod fans eat it up every year,they complain then do the same thing the next year,madness.
Ever one wanted 4k textures and high-poly models well now you have no space.
Exactly. PS and Xbox gamers got exactly what they asked for.
@@shauncameron8390be careful what you wish for
The absolute obsession with graphics and cinematics/cutscenes or flooding their games with microtransaction-filled cosmetics instead of pouring some true passionate love in making good gameplay is what's killing the AAA gaming industry and, pertaining to this video topic, what's causing the file sizes to be absurdly infinite in fatness. And it's one of the reasons I'm sticking with older games from previous generations of AAA studios or just indie games or AA stuff. Have had more fun in that space than anything current-day AAA as of late. And I've mostly stopped bothering with AAA multiplayer since that's where the whole live service bullcrap seeps in harder than lava into someone's bun cheeks. I still remember having fun with friends with Counter-Strike 1.6 without having to desire for constant meaningless updates that only amount to padding the file sizes of games these days. Triple A gaming franchises like COD are only alive because of addiction and the whales. I blame both corporate greed and the filthy whales for pretty much crumbling anything good with this industry.
Of course there a obsession with graphics, otherwise we could just still be playing PS3 and X360.
Who would buy a PS5 or a Séries X or build a top PC Gamer to just play low budget indie games?
my argument is that if breath of the wild can be compressed to 17 gb, there’s no reason for these other games to be as enormous as they are
Don't compare Botw, which has less focus on textures and models and more on the shading to something of a realistic game.
a better example is outlast, resident evil 2, MGSV.
Frankly, most games really don't need to look much better than Snake Eater, which is about 8gb across 2 disks.
Brainless comment.
ITS A NINTENDO GAME! They are 2 generations behind in their graphics!
THERE IS A REASON WHY THEY ARE EMULATED EVERYWHERE!
I applaud Fromsoft and Capcom for respecting the player. Capcom more so since their graphics with RE engine are way better than Fromsoft’s.
I even applaud Sony games. God of War Ragnarok deserves a lot of praise.
Cause on the other side of the argument is Jedi Survivor and FF7 Rebirth reaching 150 GB! Add the GB’s necessary for games to function and you are locked into having 3-4 games! Less if you go for the most insane games like Cod with all content Packages!
Botw is far from a good example its very well compressed but looking at the game you can see why
@@GeneBodemre2 is not realistic?
The finals is my current favorite fps game and it has some of the most stunning visuals I’ve ever seen and it’s only 30 gigabytes. TAKE NOTES ACTIVISION, TAKE NOTES!
I wish games let you choose what graphics presets you wanted to install on pc. It is so annoying when I need to install ultra quality textures when I play on high.
Or when I need to install ultra high end graphics I won't see myself use prolly for my entire life when my PC can only handle lowest settings.
Installing ultra high textures when I can only play on medium at best is the worst
I love that War Thunder lets you do this, I was able to cut my install from 50 GB to just 5 lol
I bet a huge part of the global gaming community only has a 1080p monitor. That means downloading 4k textures is a massive waste of bandwidth for ISP providers.
To be honest that is a good and reasonable idea, but it would be a bit clunky tho if you wanted to revert the graphics from f.ex low to high
Also the average gamer has the fault because for some reason making a stylish game with diferent art direction that is not real is a problem for them.
Or else look at Zelda Wind Waker case that everyone was pointing out how "childish" it looks.
This all the way when 360 started to come out in 2005.
Games do not need to look real, games need good artstyle and great gameplay.
The entirety of the half life series (excluding hl:a) is less than 50gb, half the size of mw3, yet the series have over a day of campain
I just found out recently that all of Mexico, which is a barren wasteland with nothing in it, yet still with collision and 3d architecture, IS IN RDR2. WHAT A WASTE OF GIGS
It literally has enviroments you will see once and it still barely uses 120 gigs
Barren wastelands don't take up that much space as they usually consist of a small group of a few assets duplicated everywhere that were probably already in the game
"yoo this game's file size is so huge, no wonder the graphics are this realistic!"
>low graphics, performance upscaling
That's the scummy part.
200+gb & DYNAMINC FREAKING 4K. such a scam. at that size the game should be running at a minimum NATIVE 4k.
Uncompressed audio exists, 99.99% because the Devs are lazy. Audio compressing is so easy.
I don’t think it’s because the devs are lazy, but more so that the standard for triple A games is to have as much realistic visuals and sounds as possible and compression decreases sound quality.
it's because they don't want to spend CPU cycles on decompression
Hold the phone. Nintendo isn't indie by a long shot.
They’re so inflated so they can get pyro to buy them
ayo
A fellow slop enjoyer
All in le head
Ah, yes... the SLOP MASTER's favorite... PURE, UNMITIGATED, UNOPTIMIZED SLOP.
💀
Every day I miss the DS era...there was the meme of homebrewing a 3ds but even a DSi gives a *crazy* mileage
FR SAME
@@LandonEmmawhy are you everywhere
a lot of good ds games are like 32mb
One thing that kept file sizes small was hardware with slow memory access while decompression was fast. If the bitrate from storage is slow but you can decompress a file at minimal cost in CPU cycles then you can get any given texture off a disk/SSD quicker if you store it highly compressed which lowers overall file sizes. Faster memory encourages larger file sizes.
Here is more recent example:
Sniper Ghost Warrior Contracts 1
Before they took it out, they added 20gb of unnecessary textures.
Made game more than double in filesize
I noticed this about as far back as modern warfare 2019. It felt absurd to download such a large amount of data for what seemed like a very small game if compressed and optimized right.
Hell, what REALLY grinded my gears was the recent release of the star wars battlefront collection which takes up a whopping 70+ gigs. FOR 6th GEN CONSOLE GAMES!!
Clearly these companies are doing this on purpose cause there's no way games of this scale should reasonably take up that much space.
Regarding higher resolution textures as an option, when you try to install Fortnite on Epic Games it immediately asks what things you would like to enable, with some of the options being to install high resolution textures (like 15GB extra for Epic textures option), pre-download streamed assets (downloads skins and stuff to your drive for 10GB extra), option for DX12 shaders (8GB), option for STW content (5GB).
By itself Fortnite BR is around 50GB, but with all the extra content it can go up to 85GB or so. And the fact they don't just ask whether you want 16K textures and stuff like pre-downloaded assets is also asked is cool since it is so much less straining on users with poor internet. Well done Epic James.
Wish more games had this
Playing Wing Commander 4, on PC, was quite the experience, with it movie cut scenes, and multiple DVDs.
It's like as if nobody operates under artificial constraints anymore. If you don't have a good reason as to why your game is 40 GBs, your game is bloated. Period.
Yep. If PlayStation and Xbox and steam said “it can’t be above 50 go without a good reason(like rdr2) that is decided by us and is NON NEGOTIABLE” then COD would magically be 40gb. Even if the restriction was 20 gb I bet they find a way to fit cod, it’s just an unoptimised pile of dogshit.
11:57 i'm really happy someone finally called this out. Seriously, we don't need to have crowbcat level standards for detail in every game.
I think it's the fact that they want us to see cosmetic items at all times. So we end up downloading the entire store, just so that we can see other people using the skins.
At first, I was really confused why Stryxo made this video (as someone studying game development, I know all the technical reasons why games are becoming longer).
Then Stryxo pointed out download CAPS, something I completely forgot about, then it all made sense.
Around 2014 4k textures were an extra option for a slew of games. You had to download them separately. That option was nice to have.
Now, it's part of your base download. If your device won't need them, why must as consumer download that. I hope devices like Steam Deck will shake that up again.
I literally bought myself a 1TB hard drive for christmas so I could play MW3 (2023) with a friend. I have a total of 1.5TB storage on my Xbox now, and with just 25 games half of that storage is already used up. 10 of those games are small indie games that are below 10GB and another 10 are medium size 40GB or less. Black Ops 3, Black Ops 4 and MW3 (2023) take up almost 1 TB.
I remember back then when I had to delete save files off my Game Cube memory card because it only had 128MB and how hyped I was when I bought a 1GB one. That meant I could finally play 007 Golden eye, a game so big you had to switch discs halfway through the game, without having to delete anything else.
Totally agree. When I see a game is 100 GB in size, I don't want to download or play it even if it is free, not to mention buying it.
As someone who works in software development (though not game development) you're right. Optimization can take a long time and takes time away from other things in a limited development cycle. There is even a word we use called "Tech Debt" for essentially stuff we rushed and will go back and fix later but probably never gets fixed. Even if there's time to optimize, performance would probably be prioritized over memory. Like you said I think the whole game dev business model/process is at a breaking point now.
Team Fortress 2 has gained like 5 GBs in the past year
0:56 Special Edition Storage is hilariously dystopian lmao
Having a Benchmark to then be able to select and download only your graphics settings textures sizes and effects would help a lot. Applies to audio language too.
I do not need overwatch in german
Bro Cyberpunk 2077, which has basically the most technologically advanced graphics in the WORLD currently, is still only 60-70 GB, even at launch when it was the buggiest AAA title we had ever seen, it was STILL only 60-70 GB!
What's even more absurd is that I can tell the visual downgrade between something like Cyberpunk and MW2, MW3, and Warzone 3. EVEN AT MINIMUM GRAPHICAL SETTINGS. Yet ironically, I get MORE FPS on CYBERPUNK than Warzone 3 at MINIMUM SETTINGS.
P.S. Y'know after all that, you'd atleast expect that they put in some cool tiny, minute details like proper destruction of a surface when using explosives, but no.
The biggest game (in fact games) that i have on my PC is Halo MCC (125GB). A Call of Duty taking more storage space than freaking Halo MCC is just asinine.
MCC has over 120 multiplayer maps, i can't count the tons of Forge maps that people make that also take storage space...
@@saricubra2867 if I could buy the call of duty IP, man would I start to make changes. I also wouldn’t put my employees through crunch once a month for each battlepass
Halo MCC on my PC: 125GB on my PC, but are 6 games in one with two remasters, new skins, flawless and lossless audio and music quality...
Totally worth it.
That's part why I love my switch so much. When buying physical the games are played right from the card, meaning no installtion on the hard drive. Only the updates take space, but I still have 84 games on switch, can play all of them right away, and never upgraded my Switch storage.
we need to really start focusing on optimizing, and maybe slow down and wait for storage to catch up to to prices that are more acceptable, optimization though is really important, i cant explain how many gigabytes typically are taken up just by cut content or oddly high texture objects in places you will never look at too in depthly
9:06 Capitalism. That's why
capitalism is literally the reason for all of this, the crunch, the impressively bad games that get churned out every year. It's all about trying to make as much money as possible
Facts!
Capitalism kills art and stunts innovation
Theres, also the fact that some games may not get rid of things that never made the cut or were just there for reference. That alone may just be a product of crunching, given how many companies are doing that nowadays
For one of my university coursework, I had to make a VR Experience in Unity and what's funny is the project file itself is about 5gb because of all the assets and everything but when i built the project, the entire exe and files and everything took about 400mb xD
Oh my god who gave the devs permission to the nasa computer bc ain’t no way running on any other regular pc with less than 500 tb of storage
basically: devs are pulling out these MASSIVE amounts of graphics changes that just doesn't change anything yet takes up so much more space
"give or take a few"
Game developer here. When I export the same project to different platforms, I get slightly different sizes. It's likely that.
Because you pack in the SDKs and binaries.
There's a few technical reasons for this, too. Lots of games lazy load assets, because GPUs *still* generally only have a very small amount of VRAM.
To get an asset from disk to the GPU in its compressed state you first have to load the asset into RAM, since you can't connect the RAM and the SSD/HDD directly, all of that first has to go through the CPU and its caches. Then once it's in RAM the entire set of assets you just loaded have to be decompressed, so they get loaded back into the CPU piece by piece for decompression and then loaded back into RAM in the uncompressed state. Since compression algorithms generally need to compress large blocks of data for the highest efficiency you're actually having to decompress quite a bit more data than the data you need/want. Either way once the asset you need is fully decompressed you can load it into VRAM, so back through the CPU and into the PCIe bus the uncompressed asset goes.
If you store your assets in an uncompressed format however you can either use this fancy new DirectStorage tech where you connect the GPU directly to the SSD and let it grab the uncompressed asset it needs directly, without the CPU ever even knowing that something happened, or if you don't have DirectStorage you can load the data from the SSD into the CPU and from there directly into VRAM, either of which will be much faster than decompressing the data.
There have been attempts made to get GPUs to do the asset decompression, but that has not been mega successful so far, but we'll see how it develops.
High storage games are basically a hidden fee added to the cost of the game because somewhere down the line you're going to need additional or replacement storage to account for the extra (for example) 1TB you need for just 4-5 games.
Even an external 1TB 5400rpm from a reputable company costs $50 or more
So thats effectively $10 or more per game on top
When you then add all the pc spec requirements just to get a stable frame rate without running your pc at 100 degrees its really not worth it any more. Costs are slowly chipping away at my enthusiasm to play them
Another issue is files for other languages are stuck on every version of the game instead of being installed via an individual's choice. I bet the majority of the space taken is uncompressed audio files because we're still using .Wav's.
A big issue with large file sizes is them forcing 4k textures on you even when you lower the texture resolution afterwards. They should just ask you what hardware you have BEFORE the download so they can download the maximum appropriate texture resolution - or outright ask you what resolution you want to download
That would take a day, a few at worst to implement.
But they are too lazy.
@@alexale5488 mhm just ask them "What texture resolution do you want. 1k will require X amount of VRAM, 4k y amount of VRAM" and so on, so people have a choice
@@fraizie6815 Yeah. Literally, these are not things a game can't work without. It's the reason communities can add costum models or textures in their games. A game has primarily two components : the physics engine and/or the server processing thread, where game logic is stored, calculated and updated and the render pipeline, which draws stuff on the screen according to the received data (example : take this image from the folder and place it at X and Y coordinates on the screen).
I guess you want mipmapping with only the appropriate textures installed. But textures probably aren't the reason for the huge file sizes in most cases. Cutscenes and multichannel audio usually eat up a lot more space.
"Western Game Dev Been here."
"How can you tell?"
"459GB"
Simple. They don't want you to install other games. They just want you to play their live service games.
IQ 70 tinfoil hat theory
Get a pc