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> Do you think we will see better compression with infinite. File sizes are getting crazy and it’s gotten to a point where you could want to hop onto guardians because a playlist is back only for it to have vanished once the games reinstalled. I don’t expect much of a hardrive bump next gen but 4k textures are auto installed on the x.
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> If we look at Nintendo’s exclusives. They pack alot of content into a tiny file, granted the assets are far less detailed for the most part. I think compression is an issue that gets overlooked this gen. Any thoughts or insights?
Yeah I think Nintendo’s art style lets them get away with murder, when it comes to compressing data. Since a lot of textures / surfaces in Nintendo games rely on few colours, and (generally), not super complicated placements of these colours, I could almost imagine them having super low resolution textures that are scaled up, then through processing (I would imagine basic blurs in most Nintendo games) and texture filtering, constructing the intended texture rather effortlessly. But the point here is that it’s totally down to the art style: If Halo Infinite was going to be greyscale, or the world was going to be constructed of flowing gradients, they could definitely have a much smaller game. Similarly, by having less detailed 3D models, and stored the model as a series of parameterized instructions rather than a point cloud, size could once again be massively reduced. But the concessions that one would have to make to achieve this sort of result are massive for a game like Halo, with an established visual style.
So the other direction is actually improved, likely lossless, compression, and the problem with this is, decompressing data takes time, and resources. There’s a bunch of resources about this - especially for the *nix compression algorithms - Microsoft even has a number of articles (blog posts) about it on MSDN. While not all of that is immediately applicable to a game - I doubt there’ll be a whole lot of compression done in Halo Infinite’s code - some of it is certainly relevant: there are benefits to having random access to segments of a compressed folder, and there are clearly benefits to performance of having compression that is fast to decompress.
Now obviously compared to Halo 4 (14 or so GB), Halo 5 was, even at launch a monster - ~50GB then, and now ~100GB, Halo 5 is almost an order of magnitudes larger than it’s predecessor. However I would have thought, that most of the upgrades to Halo Infinite are going to be code changes - such as AI improvements. While navmeshes for AI certainly aren’t small, their improvements are very unlikely to bring the game to 200GB.
Also given what 343 has said about how they “can’t really cram anymore content into Halo 5” (if I recall in response to people asking for new Christmas emblems in their Christmas live stream), I would also theorise that the 50GB increase in size from launch to now wasn’t super deliberate, but was at least partially a result of poor planning for content delivery systems and the like.