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[–] 1 point 4 months ago (6 children)

they optimized for least effort.

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  • [–] 8 points 4 months ago (1 child)

    When time is money, optimizing for time is a worthwhile endeavor. 6+ year dev cycles aren't something anyone wants. But realistically, large file sizes probably aren't going away with more dev time.

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  • [–] 1 point 4 months ago* (last edited 4 months ago)

    6+ years dev cycles is something I am comfortable with, because I want something done well, and if it's something big enough (like Cyberpunk 2077 or Baldur's Gate), then of course it will take a long time, even with big command team

    But I still haven't figured out another end of such a deal: how to keep all the command team members alive, fed and comfortable for this long time? Buying a game once, even multiplied by whatever-count-of-copies-they-have-sold-for-now, doesn't give a guarantee that all those people have enough money to just keep creating something exciting for as long as it takes

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  • [–] 7 points 4 months ago* (3 children)

    Pray tell, how do you think "they" should optimize game assets? People who have zero experience in game development love to talk about "optimization" like it's a slider in the options or some challenge that can be solved by throwing resources at it. Modern compression algorithms like Oodle are about as performant and artifact-free as mathematically possible. Everything beyond that is a trade-off between quality, size, and performance.

    But are you thinking about it in abstract? Would you prefer a game to have occasional pop-in, stutter issues, and CPU spikes in exchange for a smaller size?

    (edit) Before you say it, I know there are relatively low-fidelity games that run like ass. Those are usually caused by poorly written game logic or shader codes, which can be refactored, but won't have an effect on file sizes.

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  • [–] 2 points 4 months ago* (last edited 4 months ago) (2 children)

    Hey, listen to OP and turn your file compression spider up at least 50%

    I remember jak and daxter being amazing because they optimized to not have loading screens (unless you teleported). First time I remember that in a 3d game

    edit: it stays :3

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