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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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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The simple fact is that the demand for quality assets has increased, while gamers' ability to visualize these assets at the intended quality has increased commensurately as well, leading to double the motivation to avoid lossy compression, and increase asset size.
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