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Mmmh, that's not how I understood it. I've never worked in game development but 50GB seems a reasonable amount of space for a full game. Also TFA mentions that
by simias 13y ago
Mmmh, that's not how I understood it. I've never worked in game development but 50GB seems a reasonable amount of space for a full game. Also TFA mentions that the issue is synchronizing with testing centres, I doubt they send the whole source files there, only the current debug build I assume (but really, even if it's the full material in 2013 it shouldn't be an issue unless they're using dialup).
But at any rate the size of the individual files is not what matters. The important part is the total size of the game files and the average change rate. I would be surprised if they weren't able to synchronize everything with a good internet connection and a bunch of rsync scripts.
- pandaman 13y agoSource assets take much more space than their shipped version. E.g. you'd want to keep Photoshop layer files for textures that are compressed to 4bpp in the shipped game because it would be hard to edit the final version. If the final game takes 18GB (judging by the torrent files a quick search will reveal) I'd imagine its source assets could not be less than 100 GB.
- Negitivefrags 13y agoAs a game developer, our shipping assets are about 4.4GB, but our Tarsnap account (which we use for backup) has passed 1.2 TB. We use a lot of rsync.