I was under the assumption the collections that utilize this system do it by just saving the inputs and timestamps and simulate them as such rather than understanding the entire whole state. I’m not sure how it works with non-seeded elements
I do agree with you about the dev focus. It would be way more complex even though if feasible if you can simulate without it graphically but you I can’t imagine it just being a system similar to recording or achievements
lemmyvore@feddit.nl 1 year ago
No game should save gigabytes. Even megabytes can be too much. If the game is very linear a save could mean a single number. Even if it has character cosmetic customization and a convoluted plot with lots of choices it’s still usually in the kilobyte range. The larger saves (overall) would be sports games like rally racing where the game needs to be able to provide a thorough replay of every race.
vrighter@discuss.tchncs.de 1 year ago
system state is not the same as a save file. System state is the cpu registers, the process’ entire memory space (because you don’t know what the game might do at any point) gpu context, etc.
mrnotoriousman@kbin.social 1 year ago
My BG3 saves are massive. Not at the PC but very much in the Gigabytes