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Download games bigger

Postby Taugul В» 04.05.2019

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But in the not-too-distant past it could have also described the nature of the work itself: a crunching and culling of excess data, enough to squeeze the whole game onto a DVD or two and comfortably onto a GB or smaller hard drive. Game sizes have always been limited by their delivery medium—Myst was famously made possible by the introduction of the CD-ROM drive—but in , when dual-layer DVDs were introduced, it was already too late for the PC game shelves at retailers.

Steam launched around the same time, and as broadband snaked further into the suburbs and beyond, no physical medium could keep up with downloading.

Games were allowed to grow, and grow, constrained only by users' bandwidth and hard drive space. That's causing grief for players who don't have access to speedy internet connections, or who haven't recently upgraded their storage in a pricey SSD market. It's especially bad for those stuck with data caps, a maximum data allotment per month that, if exceeded, results in extra charges. Broadband Now has catalogued internet service providers that impose data caps.

For PC gaming to get better for those with poor internet service, either games will have to get smaller or at least stop growing , or our selection of ISPs will have to get better, providing quality, uncapped service to more customers. After speaking to a few game developers, I can say confidently that the former isn't going to happen. The upper limit of game sizes is only going to increase. Audio contributes a great deal to file size, but it hasn't been the primary contributor to the growth of game sizes in general.

The resolution sample rate of audio will depend on what sounds the developer is reproducing—Tripwire, for instance, uses 44kHz audio for weapon sounds, and 22kHz audio for speech—but that was already the case back when it released Red Orchestra: Ostfront , one of the first third-party games to release on Steam. The use of 5. We expect voiced characters and high fidelity audio far more than we once did.

Video can be heavily compressed, though. So while high-quality audio and high-resolution video have helped bulk up games, they alone can't account for the leaps in size we've taken since One element does check all the boxes for exponential growth: textures.

Like video, textures are increasing in resolution, except unlike video they aren't fond of being compressed. Images can be heavily compressed—as with jpgs—but artifacting would be noticable. On top of that, textures are also growing in complexity. So not only are you using a higher-resolution texture, because video card memory increased, and computer memory increased, but you also have three of them for every object.

Those objects—their meshes—are increasingly complex, too. A breakdown of Tripwire's games tells the story. In the mids, Red Orchestra 1 released at 2. Sound only accounted for MB of that release, and environmental meshes and textures weighed in at 1.

Jump to Killing Floor 2 , which released last year, and sound now accounts for 1. Environmental meshes and textures? And as memory expands, people keep doing higher and higher resolution textures.

If you want something to blame, look to the mossy rocks, the peeling wallpaper, and the freckled faces. The same trend can be seen in Stardock games from to the present, beginning with Galactic Civilization 1: Ultimate Edition, which was largely bulked up by Bink video files. In 's Galactic Civilization 2: Ultimate Edition, textures grew to snag about 15 percent of the total filesize on their own. In , Galactic Civilization 3's textures grabbed another five percent to become 20 percent of the total size.

And in Stardock's latest, Ashes of the Singularity: Escalation , textures account for 60 percent of the total file size, says Hanish. Textures aren't the only culprit, of course.

Some games have no 'textures' in the 3D rendering sense in the first place, and some are very heavy on high-res video and can attribute the bulk of their size to that. Everything else has been growing, too, including executables, geometry, redistributables, and so on.

But "textures have grown exponentially and represent by far the largest absolute and proportional area of growth—at least for Stardock products," writes Hanish, so if you want something to blame, look to the mossy rocks, the peeling wallpaper, and the freckled faces. Game sizes can be confusing. Such comparisons indicate that the 'scope' or 'size' of a game, as we perceive it in terms of 'a world' or 'hours of story,' has little bearing on install size. Vast plains built of terrain geometry and repeating grass textures appear bigger in our heads than they actually are on disk, while a complex gun model that's physically small in-game may weigh more than we know.

Why would a game that takes place within NBA arenas be bigger than the entire world of The Witcher 3? For one thing, every player from every team is modeled and textured to a high degree of fidelity, whereas The Witcher 3 probably contains far fewer unique bodies and faces.

And as Hanish pointed out when I brought up the topic, there's likely a heap of motion-captured animation data in NBA2K There are other questions. How much video is included? And audio? And is it compressed? Titanfall was a big game after install—48GB—because it included uncompressed audio to lessen CPU load.

We can assume that from Respawn's point of view, accommodating dual-core CPUs would increase the number of satisfied customers more than a smaller install would have. Why is it that people always seem to be finding unused assets in games? Cut content often makes it into full releases simply because of how complex game development is. Forsyth mentions, for instance, that artists may bundle a texture with a model for another artist to work with, and that texture might make it into the game even though it's duplicated elsewhere.

And as games get more and more complex, and take longer and longer to develop, the probablility increases that unused data will make the cut. So why don't more games do that? An educated guess: it was only the fact that Titanfall's large install size was mostly audio that made it possible to compress it to 21GB in the first place.

It's those pesky textures again. We've established that textures have been the biggest contributor to the overall increase of game sizes, and as Hanish said, textures can't be too heavily compressed. Unfortunately, they also can't be heavily compressed during download and then transcoded at install time, because that process "is extremely CPU and memory intensive and must really be performed in the studio," says Hanish adding later that "some flavors of dds are much more intense than others to transcode".

That's not to say that compression doesn't occur Steam itself compresses games and decompresses them after download, Gibson tells me. Nor does it mean developers don't take pains to decrease download sizes. It just isn't practical for every type of data, and isn't nearly as vital as it used to be. Oculus VR coder Tom Forsyth , who previously worked on games for the PC, Dreamcast, and Xbox, recalls the crunching required to squeeze games onto discs back in the late '90s and early s.

He built utilities to compare compressed and uncompressed textures, to determine which looked acceptable in their compressed state and which had to be left uncompressed. He also hunted down duplicate textures and other unnecessary bits and pieces. While working on StarTopia , Forsyth even invented his own audio compression format to solve a problem with the music—with a week before shipping.

Solving these problems, sometimes at the last minute, was necessary, as "you either fit on the disc or you didn't.

The same space-saving efforts happen today Hanish described more-or-less precisely the same processes , but because an extra MB no longer blocks a release, and Steam won't take a bigger cut for a bigger game, there's far less incentive now to set a hard size limit during development. If shaving off a gig means a delay, or means resources can't be allocated to pressing bug fixes and improvements, it probably isn't going to happen. But nobody has the time.

Especially as you only really appreciate the problem once you're close to shipping. So do you delay shipping by a month to reduce the download size by 20 percent? That's a terrible trade-off—nobody would do that. No developer I've spoken to denies that, with enough time and work, bytes can probably be taken off of any final build—at least until you get to some theoretical lower limit. But does cutting 50MB matter for a 30GB release?

That's especially questionable when, as Gibson points out, the game is probably going to grow after release anyway. Free Killing Floor 2 updates have added new maps, modes, skins, items, and so on since its release. Stardew Valley, for instance, is only a MB download. But Forza Motorsport 7 is a And that's how it is. As our hardware gets better, developers are going to want to use more and more of our memory for higher quality audio, video, geometry, and textures—which means bigger games.

We have little choice but to rely on our internet service providers to make fast, uncapped connections affordable. But at least our big, big games are going to look shiny or specular as hell.

Please deactivate your ad blocker in order to see our subscription offer. What's taking up all the space? Note the large. TEX files. Why are some games so much bigger than others? Why not just compress everything? Hidden data Why is it that people always seem to be finding unused assets in games?

Tyler Wilde. See comments. Topics Best of. The Witcher 3: Wild Hunt. Ashes of the Singularity.

How to download apps bigger than 200mb on iOS 12, time: 0:43
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Re: download games bigger

Postby Zulkibei В» 04.05.2019

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Postby Tesida В» 04.05.2019

Especially as you only really appreciate the problem once you're close to shipping. I granted storage permission to Play Store Services and Play store. I have tried fixes like clearing cache, restarting the link store and restarting my phone.

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Re: download games bigger

Postby Mikakasa В» 04.05.2019

Share this thread. Done Cancel Go to forum. Did this solve your problem? But nobody has the time. If you want something to blame, look to the mossy rocks, the peeling wallpaper, and the freckled faces.

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Re: download games bigger

Postby Brarn В» 04.05.2019

Levels Member levels indicate a user's level of participation in a forum. Aatish GarjeAug 10, :. In reply to RAJU. Gingerbread Aug 12,

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Postby Fenritilar В» 04.05.2019

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Postby Tojak В» 04.05.2019

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Postby Nijin В» 04.05.2019

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Postby Sar В» 04.05.2019

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Postby Zolonris В» 04.05.2019

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Postby Shaktizshura В» 04.05.2019

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Learn more. Usually, when you try to download an app over MB, the app icon will appear on your home screen until you connect to Wi-Fi. You can follow the question or vote as helpful, but you cannot reply to this thread.

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Postby Zuluzil В» 04.05.2019

Thank you. Please help me out. And in Stardock's latest, Ashes of the Singularity: Escalationtextures account for 60 percent of the total file size, says Hanish. This question is locked and replying has been disabled. To reply, you need to leave the current Help page.

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Re: download games bigger

Postby Nanris В» 04.05.2019

And as games get more and more complex, and take longer and longer to download, the probablility increases that unused data will make the cut. Audio contributes a great deal to file size, but it hasn't been the primary contributor bigger the growth of game sizes in general. Oculus VR coder Tom Forsythwho previously worked on games for the PC, Dreamcast, and Xbox, recalls the crunching required to squeeze games onto discs back in the late games and early s. Gambling cowboy repeatedly meme you for the response.

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