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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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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As much as I hate to be the bearer of bad news, it isn't 2001 anymore, and the average particle system won't look particularly compelling with PS2-era texture resolutions and polygon counts. But fortunately, we don't live in that world anymore, constrained by 32 meg of RAM.
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