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Back in 2014, Titanfall's disk space was 75% UNCOMPRESSED audio (35GB of 48GB) for the gamers with only dual-core CPUs.

from https://www.escapistmagazine.com/titanfall-dev-explains-the-...

  “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.”




It's also bullshit. Half Life 2 didn't need uncompressed audio. MP3 decompression is damn near free.

Half life also did it with half the required minimum cores, and 1 ghz less clock speed on that CPU. It released a decade before Titanfall 1. Sure sure, it's got so much more going on, but uh, that much?

For a reference of how trivial it is for CPUs to decode MP3 files, software decoders take tens of MIPS. Remember that unit? Less than a percent of one of those minimum spec CPUs required.

You know what's funny? The source engine only supports MP3 compressed audio. Do you know what titanfall 1 downloads and decompresses to to create 30gb of audio data? Lossy compressed, 160kb/s OGG format audio.


It was BS considering countless other games having no problem with sound. Decoding something like Opus takes ~30MHz of a single CPU core[1], meaning even an unreasonable situation of decoding 16 simultaneous uninterrupted 128Kbit Stereo streams would only eat half of one core.

[1] iPod Classic (1998 era ARM9) decodes 128 kbps stereo Opus at ~150% real time at stock cpu frequency. Opus is not the lightest choice either https://www.rockbox.org/wiki/CodecPerformanceComparison#ARM


Ah, that explains how the R1Delta guys were able to cut the size on disk to less than 20gb! https://github.com/r1delta/r1delta


Grug is a real dev, those memes weren't merely joking.

Isn't COD infamous for uncompressed assets as well, or am I misremembering?



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