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That assumes that the data is being used responsibly. Leftover assets that weren't properly cleaned before shipping the build? Uncompressed media that could b
by hakfoo 3y ago
That assumes that the data is being used responsibly.
Leftover assets that weren't properly cleaned before shipping the build?
Uncompressed media that could be? (I recall that even well into the 2000s games often came with basically uncompressed CD audio tracks)
- Guvante 3y agoTo be fair audio compression wasn't exactly great in early 2000 and if the CD was required to play you could just not install the audio.
- dangus 3y agoIt just doesn’t bother me. If a game wasted something like 500GB of storage space that means it’s temporarily borrowing $20 worth of SSD storage. (I think the uncompressed audio was usually because of CPU decoding restraints, and the fact that a typical PlayStation game had such a crazy amount of “free” storage to work with on a disc compared to the amount of data needed to create the game and its world - might as well toss in voice acting and FMV video)
- eviks 3y agoyou also forgot permanently spending $X worth of time and inconvenience getting that 500GB
- imtringued 3y agoWhen you realize NVMe turns your high performance 6 Gbps SATA ports off and you have to migrate 500GB of data from one SSD to another over 3gbps... and it gets slower once you consider that you as a software developer have millions of tiny files that take even longer to copy over. Oh yeah also your boot entry doesn't work so you have to fix that one up. Upgrading from 500GB to 2TB easily cost 4 hours plus letting it run overnight to avoid wasting time on the transfer.