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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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