That topics always made me curious tho…take a sample AAA games back then has smaller size compared to shitty Unity 2D games nowadays and i wonder why ?
Smaller textures, more assets, and worse audio mainly.
Textures used to be like 512 for hero props. Now even random objects you see a few times get a texture 16 times larger. And they get up to 4 of those for each object/group of objects. Thanks to pbr and normals and whatever other masks and lightmaps may be required.
Im sure there are more reasons for size bloat but this is from us artists at least.
Less triangles and smaller textures. Crt monitors had less resolution and practically built-in anti-aliasing so they could get away with (and had to) “worse” assets.
Also since ssd-s have become mainstream unity uses less compression so it would load relatively faster.
Basically because monitors got better, standards got higher, competition got fiercer, storage got bigger and faster, etc.
And it’s not like there weren’t shitty games before, just everybody forgot about them.
I like how the game Banished is made. From a requirenments/looks ratio it is IMO great. One guy made it. Ghosts of Tsushima also looks amazing and is great from a techical perspective, but it is heavy.
Polygons aren’t that costly, they’re just a set of coordinates and pack up well and ultra expensive highpoly stuff is avoided wherever possible by proffessionals. It’s mostly textures and maybe audio that bloats size.
That topics always made me curious tho…take a sample AAA games back then has smaller size compared to shitty Unity 2D games nowadays and i wonder why ?
Smaller textures, more assets, and worse audio mainly. Textures used to be like 512 for hero props. Now even random objects you see a few times get a texture 16 times larger. And they get up to 4 of those for each object/group of objects. Thanks to pbr and normals and whatever other masks and lightmaps may be required.
Im sure there are more reasons for size bloat but this is from us artists at least.
Less triangles and smaller textures. Crt monitors had less resolution and practically built-in anti-aliasing so they could get away with (and had to) “worse” assets.
Also since ssd-s have become mainstream unity uses less compression so it would load relatively faster.
Basically because monitors got better, standards got higher, competition got fiercer, storage got bigger and faster, etc.
And it’s not like there weren’t shitty games before, just everybody forgot about them.
I like how the game Banished is made. From a requirenments/looks ratio it is IMO great. One guy made it. Ghosts of Tsushima also looks amazing and is great from a techical perspective, but it is heavy.
Polygons aren’t that costly, they’re just a set of coordinates and pack up well and ultra expensive highpoly stuff is avoided wherever possible by proffessionals. It’s mostly textures and maybe audio that bloats size.
Yeah but like, what new features do apps have which weren’t available in those times? Embedded videos maybe? Doesn’t justify the bloat.
Presumably less compression and fewer ways to install only necessary assets (such as only downloading audio for used languages)