Pray tell, how do you think “they” should optimize game assets? People who have zero experience in game development love to talk about “optimization” like it’s a slider in the options or some challenge that can be solved by throwing resources at it. Modern compression algorithms like Oodle are about as performant and artifact-free as mathematically possible. Everything beyond that is a trade-off between quality, size, and performance.
But are you thinking about it in abstract? Would you prefer a game to have occasional pop-in and stutter issues in exchange for a smaller size?
ampersandrew@lemmy.world 2 days ago
When time is money, optimizing for time is a worthwhile endeavor. 6+ year dev cycles aren’t something anyone wants. But realistically, large file sizes probably aren’t going away with more dev time.
Shanmugha@lemmy.world 2 days ago
6+ years dev cycles is something I am comfortable with, because I want something done well, and if it’s something big enough (like Cyberpunk 2077 or Baldur’s Gate), then of course it will take a long time, even with big command
But I still haven’t figured out another end of such a deal: how to keep all the command members alive, fed and comfortable for this long time? Buying a game once, even multiplied by whatever-count-of-copies-they-have-sold-for-now, doesn’t give a guarantee that all those people have enough money to just keep creating something exciting for as long as it takes