They were real Chads

    by DifficultyPutrid2532

    28 Comments

    1. AmbitiousPast8053 on

      I remember when a 2GB patch was considered huge. Now that doesn’t even cover the day-one skins.

    2. Last time I played warzone there was a big update and I didn’t have enough space for the update to download and install. Update required an insane amount of free space in order to install. Ridiculous I say!

    3. Back then they optimized like their lives depended on it… now they optimize the store page and call it a day.💀

    4. I remember the story of how they made those huge Crash Bandicoot levels by essentially writing the game’s code in a way that abused the limitations of the PS1, against the recommendations of SONY, which then became the standard for PS1 games starting then. Devs back in the day were something.

    5. ilulillirillion on

      I had this game on both platforms as a kid and hell yeah the N64 port is a technical marvel (my preferred version even, what they did with the audio is great) but I couldn’t say with a straight face that it didn’t sacrifice cutscenes, they were pretty rough (though I don’t think any were removed so in that sense yes!)

      I do miss when games were optimized. Obviously better performance and fewer bugs but also tended to help push games just a little bit further into feeling like labors of love or passion as opposed to the mid slop which kinda pervades the industry now. Thankfully the gems are still put out every year if you look.

    6. What do you mean you don’t want to sacrifice your entire drive for 2 games??

      On a more serious note: Aren’t *most* games this big because they still run on HDDs? Didn’t.. Helldivers(?) have two versions of the game? One heavily compressed one at like 25gb, requiring a SSD and a mostly uncompressed 150gb version that runs on HDDs?

      But let’s be real, people would complain and cry just as much if the game was 30gb but had SSDs as hard requirement to be playable.

    7. RuggedTheDragon on

      More like they had to compress a ton of the FMVs and heavily reduce the audio quality. Oh yeah, there’s also no battle mode. Still an intriguing feat, but it’s not as accomplishing as it seems.

    8. That RE2 port was insane. They literally wrote their own audio and video decompression tools just to make the FMVs fit. Angel Studios (now Rockstar San Diego) were absolute wizards.

    9. It is kind of a false comparison tho. Low quality assets are easy to compress, especially on specialty hardware. Code has nothing to do with this. Its all about compatibility.

    10. Lets not blame the professionals making them, but the investors pressing them to finish the games in an impossible short time.

    11. RE2 was stored on 2 ps1 CDs so technically it was 1.5gb compressed to 64mb.

      But the quality of textures, cutscenes and audio was reduced heavily to run on the N64. The wizardry that went into the port is unbelievable but was not the standard.

      For example, the reason RE2 was on 2 discs was because of a miscalculation in how much space the audio would take up. They could’ve fixed the issue with more time but they had a deadline to ship the game so went with adding a second disc.

      There are still games that feel like acts of wizardry.

      Doom Eternal and the IDTech 7. I don’t understand how the Devs increased the performance/reliability of the DOOM 2016 IDTech 6 engine by an insane degree.

      Tears of the kingdom running on a relatively underpowered chip at a wonky 30fps with all the technical stuff under the hood as well as a full open world experience. Complete insanity.

      Cyberpunk 2077 on switch 2. A modern triple A high performance game running on a console equivalent to a PS4 pro.

    12. The major studios like EA and 2K and Ubisoft, etc have no excuse to have games balloon to 100-200 GB.

      Nintendo can pack a full game experience in 5 GB to 25 GB, and that’s their first party experiences!

    13. Ya know? Knowing Japanese work culture… I’m sure it was hell on the workers to make the conversion.

    14. The real reason is because game cartridges had shit storage and so devs were forced to do so. Frankly in todays day and age theres little point in optimizing for storage. That said cod is a bad example because what they had isnt unoptimized space, it was simply redundancy and duplicates taking up space.

      Not to mention they didnt save space rewriting code. Code for literally every game is rhe least storage consuming part. Its all asset compression.

    15. The advancement in tech degraded their optimisation, more sloppy games… They used to love making games before but now its just greed .

    16. I still remeber seeing a video explaining John Carmack’s fast inverse square root function from Quake III and I was amased. The code is so small and looks almost like gibberish, but once you understand the actual math behind it, it all makes sense and makes you understand that good programmers are also good mathematicians.

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