What's up with the Halo 5 file size

Why is that this one game is 87 GB large. The MCC was a little over 100 and that was four games, they’re respective multiplayers, and Spartan ops. So really, what happened?

> 2533274936879727;1:
> Why is that this one game is 87 GB large. The MCC was a little over 100 and that was four games, they’re respective multiplayers, and Spartan ops. So really, what happened?

No, Master Chief Collection is only 70GB, even with all updates, Spartan Ops, and the ODST campaign.

They are full of awesome and greatness :slight_smile:

most likely poor file compression…

Dem gungoose variants bro!

The base game was around 57 Gb i think. Then each month was an update, adding new maps, and a new mode to the game (forge) armor, more variants. The games is huge if you look at it.

Here’s where it all stands on my console:

Halo 5: 87.3gb

MCC: 70.8
Halo Reach: 13.7
Halo Wars: 6.5
^ MCC+Reach+Halo Wars=91gb, meaning that by the next update, Halo 5 will certainly be larger than all the other Halo games combined. It’s a massive game.

Not bad file comoression… Just a choice to make load times and quality better.

I believe it has to do with the fact of how they handle bitmaps (textures) and not only that but how many polygons the models have, and on top of all of that each individual tag, for each req variant. Plus you have all of the forge objects, all the levels, characters, effects, animations, collision models, and to top it all off, the compression probably isn’t that great. It really isn’t surprising when you take into account what the game is made up of.

I heard it’s because the files aren’t compresed or something.

Generally on the current generation of consoles games aren’t compressed or are barely compressed as to aid performance. Decompression uses Ram and Cpu performance that otherwise could be used to increase framerate and such. Beleive it or not most of that size will be audio and pre rendered cutscenes, textures will also be a big hog on the hard drive.

Funny it is this huge with how little content it has in comparison to it’s predecessors…

> 2533274936879727;1:
> Why is that this one game is 87 GB large. The MCC was a little over 100 and that was four games, they’re respective multiplayers, and Spartan ops. So really, what happened?

I want to point out something with MCC and it’s “four” games.
Halo: CE is only 1.5GB (thats the entire PC game)
Halo 2 is only 7GB (entire PC game)
Halo 3 is 7.3GB (entire game + dlc)
3 of those 4 games take up 15.8GB (22%)
Halo 4 is 11.3GB (that includes all map DLC and SO 1-10) That’s 16%.
4 games that take up 38% of the total.

BUT there is actually 7 games! You didn’t account for the other 2 that run on top of their older counterparts and ODST:
Halo 3 ODST at 8GB (Xbox One version, 360 comes in at 3.5gb)
Halo CE anniversary (the new graphics engine, it’s textures, object models, remastered audio)
Halo 2 Anniversary. (the new graphics engine, textures, object models, remastered audio, high definition pre-rendered cut scene files). This one probably takes up the same space as the original 4 combined.

Let us also throw in the H2A multiplayer and it’s brand new EVERYTHING (textures, audio, maps, object models, etc).

Halo 5 owes a lot of it’s memory use to bitmaps (textures), sounds, high poly object models, and high poly maps.
Halo 1 for comparison. Of it’s 1.5gb size, 300mb of it was just in textures, another 200mb in sounds. 1/3 of that 2001 tech game was just for 2 pieces of the pie. The other 2/3 were map files. Objects were duplicated and stored in each individual map file. Fast forward 14 years to H5 and file size inflates for the higher fidelity everything.

> 2535449665894532;12:
> Funny it is this huge with how little content it has in comparison to it’s predecessors…

The term “content” is relative to how you define it. Everything in the game is content: Textures, object models, animation skeletons, audio, the map structure, etc.

> 2731647631135596;13:
> > 2533274936879727;1:
> > Why is that this one game is 87 GB large. The MCC was a little over 100 and that was four games, they’re respective multiplayers, and Spartan ops. So really, what happened?
>
>
> I want to point out something with MCC and it’s “four” games.
> Halo: CE is only 1.5GB (thats the entire PC game)
> Halo 2 is only 7GB (entire PC game)
> Halo 3 is 7.3GB (entire game + dlc)
> 3 of those 4 games take up 15.8GB (22%)
> Halo 4 is 11.3GB (that includes all map DLC and SO 1-10) That’s 16%.
> 4 games that take up 38% of the total.
>
> BUT there is actually 7 games! You didn’t account for the other 2 that run on top of their older counterparts and ODST:
> Halo 3 ODST at 8GB (Xbox One version, 360 comes in at 3.5gb)
> Halo CE anniversary (the new graphics engine, it’s textures, object models, remastered audio)
> Halo 2 Anniversary. (the new graphics engine, textures, object models, remastered audio, high definition pre-rendered cut scene files). This one probably takes up the same space as the original 4 combined.
>
> Let us also throw in the H2A multiplayer and it’s brand new EVERYTHING (textures, audio, maps, object models, etc).
>
> Halo 5 owes a lot of it’s memory use to bitmaps (textures), sounds, high poly object models, and high poly maps.
> Halo 1 for comparison. Of it’s 1.5gb size, 300mb of it was just in textures, another 200mb in sounds. 1/3 of that 2001 tech game was just for 2 pieces of the pie. The other 2/3 were map files. Objects were duplicated and stored in each individual map file. Fast forward 14 years to H5 and file size inflates for the higher fidelity everything.
>
>
>
>
> > 2535449665894532;12:
> > Funny it is this huge with how little content it has in comparison to it’s predecessors…
>
>
> The term “content” is relative to how you define it. Everything in the game is content: Textures, object models, animation skeletons, audio, the map structure, etc.

If you are talking models and textures and general graphics than it doesn’t warrant it’s size even more so. The textures and models in this game really look like the could run on the 360 just fine. They have nothing speacial that causes this size, especially when compared to it’s predecessors.

> 2535449665894532;14:
> > 2731647631135596;13:
> > > 2533274936879727;1:
> > > Why is that this one game is 87 GB large. The MCC was a little over 100 and that was four games, they’re respective multiplayers, and Spartan ops. So really, what happened?
> >
> >
> > I want to point out something with MCC and it’s “four” games.
> > Halo: CE is only 1.5GB (thats the entire PC game)
> > Halo 2 is only 7GB (entire PC game)
> > Halo 3 is 7.3GB (entire game + dlc)
> > 3 of those 4 games take up 15.8GB (22%)
> > Halo 4 is 11.3GB (that includes all map DLC and SO 1-10) That’s 16%.
> > 4 games that take up 38% of the total.
> >
> > BUT there is actually 7 games! You didn’t account for the other 2 that run on top of their older counterparts and ODST:
> > Halo 3 ODST at 8GB (Xbox One version, 360 comes in at 3.5gb)
> > Halo CE anniversary (the new graphics engine, it’s textures, object models, remastered audio)
> > Halo 2 Anniversary. (the new graphics engine, textures, object models, remastered audio, high definition pre-rendered cut scene files). This one probably takes up the same space as the original 4 combined.
> >
> > Let us also throw in the H2A multiplayer and it’s brand new EVERYTHING (textures, audio, maps, object models, etc).
> >
> > Halo 5 owes a lot of it’s memory use to bitmaps (textures), sounds, high poly object models, and high poly maps.
> > Halo 1 for comparison. Of it’s 1.5gb size, 300mb of it was just in textures, another 200mb in sounds. 1/3 of that 2001 tech game was just for 2 pieces of the pie. The other 2/3 were map files. Objects were duplicated and stored in each individual map file. Fast forward 14 years to H5 and file size inflates for the higher fidelity everything.
> >
> >
> >
> >
> > > 2535449665894532;12:
> > > Funny it is this huge with how little content it has in comparison to it’s predecessors…
> >
> >
> > The term “content” is relative to how you define it. Everything in the game is content: Textures, object models, animation skeletons, audio, the map structure, etc.
>
>
> If you are talking models and textures and general graphics than it doesn’t warrant it’s size even more so. The textures and models in this game really look like the could run on the 360 just fine. They have nothing speacial that causes this size, especially when compared to it’s predecessors.

Textures and models do in fact increase the size drastically as the quality of it increases.
1 map for example
DM-Ariza][ in UT1 from 1999. The file is 1.5mb.
I remade Ariza for UT3. File size is 38mb. The difference between them: textures and model data.

UT1, most textures were 256x256 images. Most of the game’s 550mb went into just the textures.
UT3, most textures where 2048x2048. One folder for texture data is 1.9GB

And the 360 wouldn’t be able to handle Halo 5 graphics just fine. UT3 for the 360 had a lot of fidelity lost to put it on there. I played COD Ghosts on both the One and the 360, seen a major difference because the 360 couldn’t render as much.

343 doesn’t compress nor optimize any of their files. Halo 5 is filled with so much unnecessary crap, like multiple variations of the same armor, Reqs that’ll never get used, hundreds of indiscernible armor pieces, visors, emblems, etc. Battlefield 4, Battlefront, Doom, and The Witcher 3 to name a few, are games that are twice the size as Halo 5 in terms of scale, and look significantly prettier also. However, their file size is nowhere near as bloated.

Halo 5 is swiftly beginning to reach 100gb of memory, and 343/MS just keeps bogging it down with more bloody stuff, but aren’t compressing any of it, it seems like. Unless you’ve got a fat, external hard drive, the space on your Xbox will be filled up in no time from H5 alone.