this post was submitted on 25 Jan 2024
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Gaming

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[–] SpaceNoodle 11 points 11 months ago (1 children)

Bigger was better, since a larger game meant they packed in more content. Now the bloat is out of control since all game content is delivered over the Internet.

[–] [email protected] 7 points 11 months ago* (last edited 11 months ago) (2 children)

Bloat is out of control because games are HUGE and you can often trade size for performance if you have enough memory to do so.

Also, memory used to be extremely expensive, especially catridge ROMs. Outside of the Switch this is less of a concern now, that's true, but the tradeoff is you get to have pin-sharp high resolution assets and tons of performance optimizations instead of... you know, just chopping enough frames of animation to fit your sprites in 16 megabits then charge a hundred bucks for the extra-sized cart. You can buy a terabyte of extremely fast storage now for the money it used to cost to buy a single game shipped on a cartridge.

[–] [email protected] 10 points 11 months ago (1 children)

...memory used to be extremely expensive...

When I got my brand new 486 PC, I paid over $800 for a 4 MB SIMM card. That is 4 MEGS, not GIGS, 4 MB. That brought up my memory up to 8 MBs.

I was also king of the hill when I added a second hard drive for a total of 40 MBs!

[–] [email protected] 2 points 11 months ago* (last edited 11 months ago) (1 children)

The hard drive I had to wipe from the OS, as I mentioned above was a whole 20 gig. 386-ish era. It seemed so huge when I got it (and so expensive) and by the time that PC was done it was... well, a "wipe to OS to fit stuff in" drive.

But that's not necessarily the point, the more relevant thing is how big things are relative to storage and how cheap it is to upgrade storage. It's true that storage sizes and prices plateaued for a while, so a bunch of people are still running on 1-2 TB while the games got into the hundreds of GB. But still, storage had gotten so proportionately cheap before then, and very fast storage is so overkill now. A 1TB Gen 3 NVMe is 75 bucks, and most games will run fine on it, Sony propaganda notwithstanding.

[–] SpaceNoodle 5 points 11 months ago (2 children)

20 GB during the 386 era does not check out for home PCs.

[–] scutiger 4 points 11 months ago

20 MB is more realistic for that era.

[–] [email protected] 3 points 11 months ago (1 children)
[–] [email protected] 0 points 11 months ago

Hah. Yeah, I meant 20 megs. My muscle memory just doesn't want to type a number that low, it seems.

[–] [email protected] 1 points 11 months ago (1 children)

because ~~games~~ textures are HUGE

You can fit loads of x360-ps3 era games in the same space CoD warzone takes. The irony is that, for PC players with lower specs, that's a lot of wasted storage, since they'll never use/load the higher res textures.

You can buy a terabyte of extremely fast storage now

That line of thinking is what leads to extreme, unnecessary bloat. "Just buy more storage, brah"

[–] [email protected] 2 points 11 months ago* (last edited 11 months ago)

You can absolutely do that. You can also fit 16 frames of the Xbox 360 game into a single frame of the Xbox Series X game.

Sometimes people forget how much bigger a 4K target is compared to a 720p image, so I added a bit of a visual aid below. Those two screenshots are to scale, displayed at the native resolutions of their respective platforms. Just keep in mind that the big one is from a 1440p 21:9 monitor, so on a 4K TV the picture would have two of those stacked on top of each other.

It's good that this is smaller, because If you squint you can also notice the Xbox 360 game is extremely blurry and looks like it's in black and white. That's because it is. The 360 had 512megs of ram, to share between the CPU and the GPU. The Xbox Series X has 16 gigs, so 32 times more, and it's running a cool 300 times faster. 360 games were compressing textures within an inch of their lives to fit them into that tiny slab of memory, stripping color data among other things.

Computers are not magic. If you want to draw 15 million pixels of a wall and not have it look like soup you need data for each of those pixels. If you want that data to fit in less space you have to either spend resources compressing and decompressing it or you need more storage to put it in. Or you can draw it procedurally, I guess, but then you're back to the performance problem.

On the other thing, it's not "just buy more storage, brah", it's that storage has to ramp linearly with memory. If you are trying to build huge worlds running at hundreds of frames and streaming data at gigabytes per second out of a SSD you're going to need to put those assets somewhere. The problem isn't (just) that games are big, it's that the ability to move those big assets has grown a bit faster than the ability to make cheaper, faster storage for the same price.

Games aren't big because developers are lazy, they're big because physics and engineering are hard and not every piece of technology improves at the same rate. But hey, on the plus side, storage HAS gotten cheaper. By the end of its life the PS3 was shipping 500 GB. The PS5 and Xbox Series ship 32 times more ram but only 1.5 to 2x more storage because storage is where everybody is skimping to contain costs. That's not commensurate with the increase of visual fidelity or asset size, but at least you can add more for relatively little money, especially on PC.

EDIT: Sorry, this client didn't like the picture going in. Link to an example below from a random image hosting site. Follow it at your peril, I make no claims about its safety.
https://ibb.co/Ss7RfzW