- Joined
- Nov 11, 2020
The point is, it was possible in 2004 to save GBs worth of space, it's possible now too & more than ever with technological advancements of now compared to 2 decades ago from now. The issues are laziness, incompetence, & literal unironic skill issue on the modern game developer's part nowadays.
The size issue is the result of a few problems...
Ultra HD textures (fidelity comes at a price)
Prebuilt shaders (they want the game to load faster on boot but it takes up a ton of space)
Unpacked/uncompressed assets (again they want it to load faster and don't care about footprint)
... and then you have all the dev bullshit (all the unused assets from the first game/demo/etc were left in the library, morons adding more assets than they need, yanderedev adding super high fidelity dentist models for a toothbrush...)
Bad programming results in stuff like memory leaks, logic bugs, connectivity issues... but a lot of the file bloat comes from the creatives.