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Super Mario Odyssey comes in at 5.7GB

I admit it was a bit uncalled for. I just expect a gaming enthusiast forums to have a bit better understanding of elemental game tech. It's not like those advanced graphics stuff. Just plain compression which every computer users will get in touch of.

Many games these days are bloated and needlessly large for no other reason than incompetence, lazyness or just a perverted believe that bigger games mean more inherent value to consumers.

I'm sorry to tell you but there is very little reason why first person shooters, fighting game, racing games and sport games to have over 50GB file sizes. I can make a demo of a level in unity with nothing more than several polygons and no textures but the file size come out to over 100MB. That to me means game engines these days are purposely wasteful or very poorly optimized.
 
Many games these days are bloated and needlessly large for no other reason than incompetence, lazyness or just a perverted believe that bigger games mean more inherent value to consumers.

Let me introduce you to the concept of budget again, shall we?
And how dare you say any of that lazy incompetent bullshit, knowing the industry is crunch laden and possibly soon to be exhausted to a point of no return?

Granted if AAA games don't waste them on mindless marketing ploys you may actually have a point.

I'm sorry to tell you but there is very little reason why first person shooters, fighting game, racing games and sport games to have over 50GB file sizes. I can make a demo of a level in unity with nothing more than several polygons and no textures but the file size come out to over 100MB. That to me means game engines these days are purposely wasteful or very poorly optimized.

This is the exact reason (well, not the only reason) why Unity is not used by AAA publishers unless they have the source code license in order to change things as they see fit.
It doesn't mean jack shit, as evidently you don't really have any knowledge about AAA game dev.

Also...does that mean you talk to me like that and even in the face of numerous small size Unity-made indie games? How did they make it if Unity is such a shitty engine as you said? It doesn't make any sense other than your total ignorance of the topic at hand.

=

Granted I don't have a lot of experience on how to optimize Unity pack size but you know what? That Unity game I worked on 3 years ago only takes 50MB for ~20 levels.
But this goes back to the budget problem.

Situation 1. If you don't see the need to optimize (my game fits on a 50GB bluray) then there won't be work to do.
Situation 2. If your game was supposed to get a 32GB card, but then DENIED for whatever reason. Then you have two choices: one to optimize the hell out of it to get to 16GB or two put stuff on SD card?

Actually your line manager will STOP you from working on over-optimization because they want you to work somewhere else!

In the end I cannot state this enough: every perceived problem of laziness in this industry is always actually about budget.
 
I think it's a mistake to consider this to have anything to do with compression. This is just a consequence of how Nintendo designs games. It doesn't mean anything good or bad.
 
Third party devs have all the excuses but some people will never listen or accept. Because they won't understand a thing.
I get your point but the fact that Galaxy 2 and 3D World are both half the size of Galaxy 1 does mean there is a lot of compression going on in those two games, does it not?
 
Granted I don't have a lot of experience on how to optimize Unity pack size but you know what? That Unity game I worked on 3 years ago only takes 50MB for ~20 levels.
But this goes back to the budget problem.

Situation 1. If you don't see the need to optimize (my game fits on a 50GB bluray) then there won't be work to do.
Situation 2. If your game was supposed to get a 32GB card, but then DENIED for whatever reason. Then you have two choices: one to optimize the hell out of it to get to 16GB or two put stuff on SD card?

Actually your line manager will STOP you from working on over-optimization because they want you to work somewhere else!

In the end I cannot state this enough: every perceived problem of laziness in this industry is always actually about budget.

If file size is importance to the AAA developer and the AAA developer wants to save as much money during development as possible, the size requirements should be in the initial spec of the game design (not as a late-development optimization effort) shouldn't it?

I doubt that Mario+Rabbids 2.4 GB file size is the result of late-development optimization. IMO, it's because they decided early on to not pre-render most cut scenes, that they would carefully reuse assets when possible, etc.
 
It means he thinks that because Nintendo works to make everything so compressed to work at such a small size that it'll be detrimental to a point on the game like having a lower official resolution, no AA tricks, and using less high quality textures.

but then isn't that already because of the system itself and the game's design? because the post strikes me more of a "oh this Mario game isn't getting big file sizes, they should add more shit to it like voice acting and cutscenes even though Mario does the whole thing really well without those!"
 
That's really cool. No additional installs for physical consumers and a very short install for digital consumers. Without getting into comparisons to other devs, I think we can all agree that Nintendo usually do a good job of optimizing their software for the hardware they make.
 
There is no reason why the NBA2K18 save files should be 5 GB.

I crunched some numbers in ~15 minutes - with no optimizations, I put an upper bound of 5120 bits per game boxscore. If we assume the maximum number of playoff games played, and include preseason and playoffs, we have 1455 games per nba season. that's just over 7 MB to store the boxscores of every game played for an entire season. Say career/GM mode lasts 30 seasons, that's just over 210MB on every boxscore.

Now, there are several issues with this calculation:

#1: It assumes the maximum of 12 active roster players per team (so 24 players per game), and

#2: It also sets aside enough space for a hypothetical maximum for each player - IE, it assumes that each player can score up to 256 points per game (24 players * 8 bits allocated for up to 256 points each = 192 bits for player points table ). In reality, we've never seen a team have two 50 point performances in a single game, or one 128 point performance. It makes more sense to have multiple memory allocation schemes. One would have 18 players allowed to score up to 31 points each (5 bits * 18), four players allowed to score up to 63 (6 bits * 4) points each, and two allowed to score up to 127 points each (7 bits * 2) = 128 bits for player points tables. That's a savings of 64 bits on just one stat of more than 20 in the box score.

#3: the maximums are too high - for instance, no player has had more than 17 blocks, or 11 steals. Yet I allow up to 32 blocks and 32 steals

#4: No packing to reduce bloat and unused storage space. For instance, combining blocks and steals.


I could go on.




The boxscores are just one of the things they'd store - transaction tables, highlight reels, custom/generated character data, leader tables, injury reports, etc.

But, there's really no excuse for a save to be 5 GB.
 
Some people will see this as amazing. I kind of see it as a huge limitation for games. But I am sure the game itself will be great.

I actually preferred video games when overcoming limitations was key to bringing the best out of development, so I somewhat appreciate things like this.
 
I pride myself in keeping filesize as low as possible in my iOS and Android games. The extra compression can take its toll on the loading time and quality of some graphics, but the RAM savings are totally worth it. The filesize did actually go up in most cases so I'm guessing Nintendo has to strike a fine balance between performance, filesize and actual texture quality. Their assets are probably not all that big, no videos also goes a long way.
 
wow only that means only 4 worlds on cart fuckn nintendo expect 4 more dlc worlds that you'll have to download onto a micro sd because u only have .5 gb of storage
 
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