this post was submitted on 04 Nov 2023
78 points (95.3% liked)

Games

16803 readers
506 users here now

Video game news oriented community. No NanoUFO is not a bot :)

Posts.

  1. News oriented content (general reviews, previews or retrospectives allowed).
  2. Broad discussion posts (preferably not only about a specific game).
  3. No humor/memes etc..
  4. No affiliate links
  5. No advertising.
  6. No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
  7. No self promotion.
  8. No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
  9. No politics.

Comments.

  1. No personal attacks.
  2. Obey instance rules.
  3. No low effort comments(one or two words, emoji etc..)
  4. Please use spoiler tags for spoilers.

My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.

Other communities:

Beehaw.org gaming

Lemmy.ml gaming

lemmy.ca pcgaming

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 9 points 1 year ago (2 children)

TLDR:

This is due to the increased amount of content available day one, including open world Zombies, support for item carry forward from Modern Warfare 2, as well as map files for current Call of Duty: Warzone. (Note: as part of our ongoing optimization efforts, your final installation size will be actually smaller than the combined previous Call of Duty experiences).”

[–] [email protected] 8 points 1 year ago (1 children)

I would understand a 100 or so GB but 230 for something like Mw3 sounds a bit bloated.
Even GTA 5 is smaller and has probably more nooks and crannies than the first map of Mw3.

[–] [email protected] 5 points 1 year ago* (last edited 1 year ago) (2 children)

Game size are not determine by the size of the map most of the time but the amount of assets you kept inside the shipping build. Usually the size of the files ranked are textures, audios(especially if you support multiple language), cinematic (pre-rendered), animation.

edit: MooseBoys reminds me how much cosmetics we have now in our games.

edit2: If game engine allows artist to paint over game world and save painted virtual textures tiles for location decoration purpose, texture will scale with game map size, see my response below using BG3 as example.

[–] [email protected] 1 points 1 year ago (1 children)

Will be interesting what GTA6 will bring to the table. The visual fidelity will probably surpass and be as big as RDR2.
If GTA6 doesnt surpass MW3 I feel like it has no place to be bigger. Even if MW3 supports multi-dub, cinematics, etc.

[–] [email protected] 1 points 1 year ago

Actually, my statement might be a bit wrong regarding map size once I think more carefully. Modern trend that allows artist to directly paint on game world could create really heavy virtual texture assets that scale with size of the world. Games that approach "unique" look or feeling per area without making you feel they reuse or have tileable textures all over the place tends to use this as you can just stream in textures that mask over tileable and make it looks really decorated for that area. They basically trade file size with artist freedom.

One example is BG3, where the VirtualTextures_*.pak have 18 files, 72GB. While normal asset textures has only 4 pak files and aobut 13GB.

[–] MooseBoys 1 points 1 year ago* (last edited 1 year ago) (1 children)

Textures have been the biggest size contributor by far for a while.

[–] [email protected] 2 points 1 year ago* (last edited 1 year ago)

With so many cosmetics in our world I think you are right. XD

[–] [email protected] 2 points 1 year ago* (last edited 1 year ago)

@[email protected] put this bit in the description!