• RightHandOfIkaros@lemmy.world
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    1 year ago

    Saved you a click:

    Primarily, texture size has increased, texture count has increased, audio quality has increased, and the amount of audio files in a game has also typically increased.

    Its not really a deadlines or optimization problem. Compression always decreases fidelity, and many developers choose to compress as little as possible in order to achieve the highest fidelity. Since RAM and storage capacities have increased, the compromise of compressing everything at a great sacrifice to fidelity is not as obvious of a tradeoff anymore. Developers don’t have to choose between voicing an entire game with nearly unintelligible voice compression or only voicing important cutscenes. They can voice the entire game with minimal compression at the cost of a bigger install size, which is free for developers.

      • winterayars@sh.itjust.works
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        1 year ago

        And even lossy compression is not inherently bad. AAC is completely indistinguishable from lossless for most people and hardware setups, and very close anyway when it’s not. It uses a fraction of the space, though. (Not a comment on game dev practices, more a comment on compression.)

        • Katana314@lemmy.world
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          1 year ago

          I think I’ve been told that AAC uses just enough CPU to decode that developers don’t want it. Even that assessment could be wrong.

    • tetris11@lemmy.ml
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      1 year ago

      This will get better as NN/AI chips become the norm in gaming. Compression gains, on the fly generation of textures, voice generation when needed, etc.

      I envision a future dev using rough shitty textures to conceptualise a game, and then an NN to bring it to life during runtime.

      You might even be able to load your own NN interpreter to make the world more cartoony, or change the intended setting entirely, or unlock the nsfw filter on the vanilla interpreter.