I wrote a tweet yesterday about large file sizes for games where I made assumptions about their reasons and had it explained to me that I got it wrong. This was particularly kneejerky of me and I wasn’t, as they say, in my lane on that one.
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Textures can be optimised by running them through compression schemes like DXT1, DXT5, BC6 or BC7 - but you'd better hope that those textures don't need hard edges or otherwise require fine details, because the block compression utilised by all of the above will kill quality.
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Audio tracks can be compressed, at the cost of noticeable levels of hiss or atrocious levels of frequency response, which is particularly unforgivable given the number of gamers who use headsets these days.
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