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> As first spotted by VX-Underground, a group of developers have already compiled Witcher 3 from the leaked source code, sharing screenshots and videos of devel
by user_7832 3y ago
> As first spotted by VX-Underground, a group of developers have already compiled Witcher 3 from the leaked source code, sharing screenshots and videos of development builds.
> One representative of the group compiling Witcher 3 known as 'sventek' told BleepingComputer that the leaked CD Projekt data is 450 GB uncompressed and contains source code for Witcher 3, Gwent, Cyberpunk, various console SDK (PS4/PS5 XBOX NINTENDO), and some build logs.
> Sventek told BleepingComputer that they were previously able to compile Cyberpunk 2077 from the CD Projekt's leak...
Is 450gb really that big enough? Games are individually often close to a hundred gb, and I'd assume the source code has more things.
- mschuster91 3y ago> Is 450gb really that big enough? Games are individually often close to a hundred gb, and I'd assume the source code has more things. Raw assets like textures, I'd guess? These often get downscaled and compressed as part of build.
- user_7832 3y agoThanks, didn't realize this was w/o textures
- bluefirebrand 3y agoApparently a huge part of the average game's download size nowadays is uncompressed audio
- mschuster91 3y agoUncompressed audio? Why the fuck would anyone even want to do that? Even computers 20 years ago could handle Vorbis or if they were fancy enough to buy a decoder MP3 audio. Today's multicore monsters can easily handle dedicating an entire core to sound effects only.
- Cixelyn 3y agoyou check in the uncompressed audio, and then fmod, wwise or whatever other middleware you're using will compress to a different format and compression ratios on a per-platform basis during the build process (i.e. vorbis on PC, AT9 on PS4, FADPCM on mobile, etc.)
- mschuster91 3y agoYeah that makes sense, but the person I replied to suggested that the end user's assets would be uncompressed as well. The only scenario I can think of is games supporting surround sound which can't afford the extra cycles of decompression.
- bluefirebrand 3y agoI was looking for a good reason why this might be and all I could find was an old HN thread suggesting that uncompressing audio takes CPU cycles so leaving it uncompressed helps to avoid CPU bottlenecks when you have a game that might be playing a lot of sfx at once
- fbdab103 3y agoTitanfall was infamous for this[0] PC gamers (especially those with SSDs) were puzzled to find out that Titanfall had a gargantuan 48 GB file size, despite the lack of a single player campaign and the fact that it was running on a modified source engine. Some digging around in the files revealed that a huge portion of that size was due to a whopping 35 GB of completely uncompressed audio. Respawn has now explained that the reason the audio was not compressed was so they could dedicate more system resources to running the game, and less to unpacking audio files. ... He did, however, admit that most PC gamers probably wouldn’t even notice the difference. “On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.” [0] https://www.escapistmagazine.com/titanfall-dev-explains-the-games-35-gb-of-uncompressed-audio/ https://www.escapistmagazine.com/titanfall-dev-explains-the-...
- 3y ago
- iLoveOncall 3y ago450GB is 450 TRILLION characters. Assets are not part of the source code, so this is huge. That's almost 20,000 times all of Wikipedia, or 2 whole single page applications using a JavaScript framework!
- user_7832 3y ago> Assets are not part of the source code, so this is huge. Aah thanks, that helps clarifying it. Yep, without media I could see that that many lines of code would be a lot. But how would they make the game without textures? I guess just ripping them from the published version, or just going "it compiles!" and calling it quits?
- georgemcbay 3y agoAssuming the code is complete enough to be compiled, I would guess that it has no problem reading any content assets from the commercial version (even if they are packed into custom packaging files) with the major concern being versioning related (maybe the most recent source code branch references to various assets might not match up exactly with what is on disc for a specific retail build). But also it isn't that uncommon at game studios for assets to be checked in alongside the code, so I wouldn't be shocked if these source code dumps and the associated sizes being reported also include the assets.
- denotational 3y ago> 450GB is 450 TRILLION characters. 450GB is ~450•10^9 B (~ to handle the fact that it might be GiB), which is 450 billion bytes in the short scale (450 thousand million/450 milliard in the long scale). 1B may or may not equal 1 character depending on your encoding, but 1000 characters per byte is unlikely.
- Macha 3y ago> Assets are not part of the source code, so this is huge. Depends how linguistically precise the hackers are being. I could see them calling the contents of a repository the source code, and to my understanding, especially around the time of witcher 3's development, a lot of game dev studios used Perforce specifically because they were checking assets in and Perforce handled that better.
- deaddodo 3y agoIf you see an application with 1% of 450gb worth of code, run as far as you possibly can. That's a Lovecraftian horror. Also, it also almost certainly does not exist. The largest codebases would be lucky if they hit a 200MBs-2GB of straight code. And they're far an away the exceptions, not the norm.
- geek_at 3y agoThey are probably talking about source code and assets, which makes 450gb very realistic
- deaddodo 3y agoThe person I am responded to specifically said "code": > Games are individually often close to a hundred gb, and I'd assume the source code has more things They acknowledge they were mistaken about code size in a sister comment.
- MarkSweep 3y ago> it also almost certainly does not exist Google has billions of lines of code in one repo. I don’t have hard numbers on file sizes, but a billion bytes is a gigabyte. A billion lines taking tens of gigabytes does not seem unreasonable. https://cacm.acm.org/research/why-google-stores-billions-of-lines-of-code-in-a-single-repository/ https://cacm.acm.org/research/why-google-stores-billions-of-... > That's a Lovecraftian horror Perhaps.
- Aloisius 3y agoGoogle's repo contains more than a single application.
- ChainOfFools 3y agoBut you see, now we know that GP knows how big Google's repo is, a detail from which we are perhaps to conclude I suspect, falsely, but who knows) they are or were employed as an engineer there, despite making an argument that seems well below the common sense threshold even to a non-engineer, Google or otherwise.
- dijit 3y ago450GiB is probably right. I’ve worked on a bunch of AAA game projects and the “MAIN” stream is usually somewhat small because people often want to have multiple checkouts on one drive.
- andersa 3y agoOn the project I'm currently working on, we use filters to disable syncing groups of art assets we don't need, so a checkout for an engineer is usually quite reasonable. Probably also around 400GB though it includes the engine. With all filters disabled I'd end up downloading multiple terabytes of stuff for the main branch.
- dijit 3y agoAh yeah, we keep things like blender/maya models on a separate stream completely. Usually the main stream can compile the entire game so it has all the required assets, but not everything that is used to make the assets for the game in the first place.