Who the fuck asked for 4k prerendered cutscenes? Do that shit in real-time unless you're also negotiating with ISPs to stop being so incredibly shitty.Tweet says: "Shadow of War might be the single biggest download (at launch) I've ever seen. A lot is 4K video, plus a TON of uruk voice acting."
Correct me if I'm wrong, but 4K assets and a ton of sound probably take up a good amount of space. Xbox One X assets on 11/7 will probably push it near PC levels.
Eh, I don't have a problem with this.
No prerendered cutscenes helped.developers these days should take notes from CDPR, the best game of the generation, stunning graphics, huge open world with tons of things to do, voice acting on every character, over 200h of content, and all of that was 25GB at launch
Regardless of story quality for a triple A game there's always a lot of talent, time, money and effort put into the cutscenes....The post above says the game's cutscenes are in 4K, (again, even 2 minutes in 4K is an incredibly large file). On top of that is the metric fuckton of unique voice files. I hadn't even considered that factor truth be told. File size makes completely sense in this scenario.
Uncompressed audio/video files strike again.
Render cutscenes in engine. Stop bloating games unnecessarily. Also, we don't need our sound files in FLAC. Just saying.
PerfectSo many loot boxes.
Sony, Microsoft and Nintendo should require compression. Sure download speeds are faster and disc space is much larger but that doesnt mean theres no need for compression if the game fits.
There is no noticeable difference in quality between uncompressed and optimized assets and optimizing can reduce file size to by 30-60% on average. For those that want to go digital or have download caps/slower speed (and thats a lot of people) it makes a huge difference.
Is that Xbox system even in place yet? Even if it is, I doubt it exists in any games releasing this year.On the flip side, people want to play on PC for the best image quality. Offering up highly compressed / low bitrate videos would be extremely distracting, particularly since a lot of Shadow of War has a lot of extremely dark scenes (visually dark). Dark scenes + low bitrate = extremely noticeable blocking artifacts which look like ass.
Xbox has their new Intelligent Delivery system which is designed to help cases like this though. You can split files up so you have an "English Audio", "German Audio", etc and a "4k asset" pack, etc. Then, if you're playing on an original Xbox One in English, it doesn't download the rest of the languages or the 4k assets since you can't use them.
I'm not sure if Steam or PSN have a similar feature though? The most I've seen on Steam is that for Rainbow Six Siege they have a free DLC pack for 'Ultra HD Textures". You could probably get it to work through the use of free DLC, but it would be very clunky to do, especially when it came to language support.
Prerendered cutscenes are still jarring though. They play at a lower framerate than you're likely playing the game in, and they look significantly better than anything in-game. Real-time in-engine cutscenes are better, and they prevent more than 50% of the game's download size from being cutscenes people are just gonna skip.I've been wanting higher quality cutscenes for years, there's nothing worse than booting up a game in 4K (or hell, even 1080p) on a PC and then sitting through FLV-quality video. Especially on PC where storage is rarely a problem. It'd be nice to offer a "video pack" like high quality textures are made optional sometimes to give the choice between lower or higher quality video. But even something as simple as the opening logos being in shit-tier quality is very off-putting for me. I imagine this will be less an issue in the future when HEVC/AV1-capable hardware becomes common place and we can toss blocky low-res video all together.
It's kind of sad because I'm pretty sure the only people who care about a game's FILE SIZE are:
1) Americans
2) People who live in places with little access to the internet
In Asia and Europe nobody cares. It's amazing how one of the wealthiest nations on the planet is like 10 years behind everyone else.
I had 100mb uncapped fiber internet in Hong Kong for 30USD a month -- that was the CHEAPEST plan. I could have gone gigabit EASILY.
Since moving back to NYC I'm lucky to have gigabit with no caps for about 70USD a month.
The USA is a joke when it comes to internet.
I don't think it's on the developers and I don't think this is a problem they need to address. It just sucks for people who have shitty American ISPs.
Instead of bitching at developers people should be bitching at their draconian ISPs.
Remember how big Super Mario Odyssey is supposed to be?
Devs, more like that.
Instead of bitching at developers people should be bitching at their draconian ISPs.
I've been wanting higher quality cutscenes for years, there's nothing worse than booting up a game in 4K (or hell, even 1080p) on a PC and then sitting through FLV-quality video. Especially on PC where storage is rarely a problem. It'd be nice to offer a "video pack" like high quality textures are made optional sometimes to give the choice between lower or higher quality video. But even something as simple as the opening logos being in shit-tier quality is very off-putting for me. I imagine this will be less an issue in the future when HEVC/AV1-capable hardware becomes common place and we can toss blocky low-res video all together.
While Odyssey will be awesome, those assets won't look very good at 1440p/4k or beyond.
Instead of bitching at developers people should be bitching at their draconian ISPs.
Prerendered cutscenes are still jarring though. They play at a lower framerate than you're likely playing the game in, and they look significantly better than anything in-game. Real-time in-engine cutscenes are better, and they prevent more than 50% of the game's download size from being cutscenes people are just gonna skip.
Prerendered sequences will always look off on PC. Even if they were totally uncompressed, there's no way to account for differences in aspect ratio, framerate, resolution, or even mods. The only way to ensure parity with the real-time graphics is to have real-time cutscenes.
While Odyssey will be awesome, those assets won't look very good at 1440p/4k or beyond. Will look great on Switch though!
Pretty much everything looks better at higher resolutions.
That would be an acceptable compromise for everyone I think.And after a few patches it will probably be 120+.
I agree that devs need to start offering stuff like 4K cutscenes and FLAC audio (or whatever big format they are using) as optional downloads in the same way that other games have offered language (voices) or higher res textures as optional downloads.
https://twitter.com/DanStapleton/status/916390593340751872
Uncompressed audio/video files strike again. This may not even include high resolution textures which were an optional free DLC last time. The inevitable repacks that pirates download will probably bring it down to less than half the size like they did with Nier Automata (48GB to 23GB). It's ridiculous, especially when you consider that a ton of people will be playing on SSDs and have ISP bandwidth caps. Can developers please stop doing this?
Render cutscenes in engine. Stop bloating games unnecessarily. Also, we don't need our sound files in FLAC. Just saying.
63.93GB on PS4 Pro too.
I'm not sure if Steam or PSN have a similar feature though?
17 minutes to complete that...
I hate my slow internet.
It's kind of sad because I'm pretty sure the only people who care about a game's FILE SIZE are:
1) Americans
2) People who live in places with little access to the internet
In Asia and Europe nobody cares. It's amazing how one of the wealthiest nations on the planet is like 10 years behind everyone else.
I had 100mb uncapped fiber internet in Hong Kong for 30USD a month -- that was the CHEAPEST plan. I could have gone gigabit EASILY.
Since moving back to NYC I'm lucky to have gigabit with no caps for about 70USD a month.
The USA is a joke when it comes to internet.
I don't think it's on the developers and I don't think this is a problem they need to address. It just sucks for people who have shitty American ISPs.
Instead of bitching at developers people should be bitching at their draconian ISPs.
mgs4 gold standardI dislike pre-rendered videos but understand the need sometime but uncompressed audio is a VERY good thing and should not be removed to save space.
No they don't.Wow.
And you know the FMV will look awful.
Cuningas de Häme;251214785 said:This.
US is a 3rd World Country when it comes to data. Seriously that is so disgusting.
Here things go better and better because government actually thinks about it's citizens instead of spreading their ass cheeks for corporations.
You guys really need a revolution there.
Even if you think that, theyll still look jarring next to gameplay.
Can't they just use HEVC compression on the videos and some kind of good compression on the audio?
Windows 10 Store am cryI mean I just checked and Gears 4 is over 120gb... so yeah, some games are just bigger I guess?
Not really, at least not anymore than in other games.Even if you think that, theyll still look jarring next to gameplay.
17 minutes to download ~60gigs
Lemme hold some of that good internet.