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Yup. This is also happening in gaming, where 2D pixel art platformers are now above 1GB in size https://store.steampowered.com/app/504230/Celeste/ https://stor
by majani 5y ago
Yup. This is also happening in gaming, where 2D pixel art platformers are now above 1GB in size
https://store.steampowered.com/app/504230/Celeste/ https://store.steampowered.com/app/504230/Celeste/
https://apps.apple.com/us/app/castlevania-grimoire-of-souls/id1552347138 https://apps.apple.com/us/app/castlevania-grimoire-of-souls/...
When the hardware was restricted, such games used to be squeezed onto a 48MB SNES cartridge
- philistine 5y agoYour two examples are horrible examples. Celeste is truly a pixel game. It uses pixels as an art style, but spending any time with the game reveals its complexity. - The resolution of the game is detached from the pixels, allowing them to be squished and squashed. - While it looks like they’re reusing assets, they really aren’t that much. A ton of areas have unique pixel tiles. - The code is complicated and complex; the physics and control are astoundingly advanced. - It has beautiful high resolution drawings of characters and cutscenes. - The music and sound is full fidelity. - Celeste is running on Unity, which is probably the biggest reason for its large size. That Castlevania game has a 3D main character, with Retina quality textures. Since it’s made for Apple Arcade, it has to support a 4K resolution for Apple TV, meaning all the game’s assets have to look reasonable on a screen at that resolution. The main character alone must weigh a couple megabytes.
- kingcharles 5y agoThat's actually 48Megabits, not Megabytes, so it's 1/8th, so only 6MB.
- dmitriid 5y agoIt's a bit unfair because modern pixel art games are literally nothing like old pixel art games. For one, the resolution has gone from 400x300 to ~3000x1500 and more, and the number of color went from 8 to millions. All those pixels in high-res pixel art have to still be stored somewhere. Even though I still agree that some games do not deserve to be as fat as they are.
- iamstupidsimple 5y agoAt the same time, we're talking about bitmaps here, not 4K textures.
- thejohnconway 5y ago4K textures are bitmaps aren’t they?
- Minor49er 5y agoNot to mention the other liberties taken with modern pixel games, like non-pixelated particles and effects, character portraits, etc. These modern games don't look retro so much as they look simplified
- jcelerier 5y agoThe entire Chrono Trigger SNES rom fits in a 1024x1024 PNG image though
- dmitriid 5y agoIt was also 256×224 resolution, 8 bpp colors, max 128 sprites at max 64x64 resolution. And 8-bit music with 8 voices. Whereas just the light texture for Celeste's dynamic lighting is bigger than the entire Chrono Trigger ROM :) https://medium.com/@NoelFB/remaking-celestes-lighting-3478d6f10bf https://medium.com/@NoelFB/remaking-celestes-lighting-3478d6...
- tokai 5y agoI don't see that as a good equivalent. Highres art assets takes up space, there's no beating that. Old snes games and modern 2d'ers are not on the same lvl regarding fidelity.
- deleted 5y ago[deleted]
- AnIdiotOnTheNet 5y ago48MB? That's ridiculous for an SNES cart. Even at 48Mb that's the size of the largest SNES cart IIRC.
- majani 5y agoYes, only a few super ambitious games hit the 48MB max allowed. Most SNES games were under 10MB
- SilasX 5y agoYep. Ticket to Ride is a board game and its video game version on Steam is hundreds of megabytes, yet all it has is 2D images with some scaling and translation effects.
- vikingerik 5y agoIt also has music. I'm not sure how much, but that could account for a couple hundred megabytes if it's many tracks at a fairly high bit rate.
- SilasX 5y agoGood point, but it has very little of that as well. Some victory/loss event music and sound effects, and a few short musical tracks.