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Jedi Survivor: 147 GB on PS5, 139GB on Series X and 44GB on Series S

onQ123

Member
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Machiavelli is like what is this crap. Where is the compression magic???
Maybe this is the compression magic & we are getting fullsize uncompressed raw assets 😂
 

Dural

Member
Don't act like I don't know what I'm saying. I work in VFX and we use 4K textures minimum even if the output resolution is only 1080p. It simply looks better, and that is also true in realtime graphics.

I wasn't the one that (falsely) promised feature parity with the Series X when we all knew that 4Gb of memory and wouldn't be enough for that. On Series S you have lower performance, lower textures, no RT and lower resolution.

Deal with it.

WTF are you talking about, it has 10GB of memory.
 
Don't act like I don't know what I'm saying. I work in VFX and we use 4K textures minimum even if the output resolution is only 1080p. It simply looks better, and that is also true in realtime graphics.

I wasn't the one that (falsely) promised feature parity with the Series X when we all knew that 4Gb of memory and wouldn't be enough for that. On Series S you have lower performance, lower textures, no RT and lower resolution.

Deal with it.
Neat. The problem is, you don't have to worry about resources running in real time. Sure, 4K assets look better, but when it comes to gaming and memory, if you don't need it, or it's too much for the hardware, it gets cast aside.

Feature parity is different than graphics parity and everyone that purchased the S over the X knows this. The game most likely doesn't lack features, but the Xbox Series S was always created to cater to people that want to play games but can't afford or don't want or need the Series X.
 
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3liteDragon

Member
Ok I’m starting to have second thoughts on whether or not to get this day one lol, what the fuck is going on with these sizes?
 
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Will they actually bother with a 2 disc physical release or will it be on 1 disc with a minimum 50GB download?
ah, that sort of answers my question I had. Disc releases with mandatory download.
So practically full Steam ahead, i.e. like PC years ago.
Or were games also on multiple discs too?
Insane file sizes across platforms for this game.

Devs need to do a better job compressing their games.
some PS3 games already used 50GB, with ~720p games. So having mostly the same with PS4/Pro (and XBS) and only thrice of that is actually quite reasonable. VP9 instead of h264 for video compression is doing wonders, Kraken or however you call it might be great but there are limits for everything. PS3 games were compressed too after all.
 

HYDE

Banned
Or, maybe this started off as cross-gen (I am still convinced of this) since it's still on UE4 and they didn't bother to be fucked with using the compression solutions on these boxes. Definitely an outlier.
I’m convinced this is PS4 also. Nothing impressive…
 

Heisenberg007

Gold Journalism
some PS3 games already used 50GB, with ~720p games. So having mostly the same with PS4/Pro (and XBS) and only thrice of that is actually quite reasonable. VP9 instead of h264 for video compression is doing wonders, Kraken or however you call it might be great but there are limits for everything. PS3 games were compressed too after all.
Yes, but this game is clearly uncompressed. 150 GB for this make does not make sense, when there are games like RDR 2, HFW, CP 2077, TLOU 2, GOWR, Spider-Man Remastered that have up to 40-60% smaller file sizes.

Some games like Control, Ghostwire Tokyo, etc. are significantly small (~20-25 GB). Although those games may not match Jedi Survivor's scale, but the different is exponential.

I understand with your take and agree with what you're saying, as in game file sizes will be bigger. But in this particular case, it is too much -- and a lot of it cannot be justified considering there are other games of similar or bigger scopes that are smaller in size.
 
Maybe they go with the same way like The COD devs.

Even If you buy the retail version you have to download everything from the Internet.

How many discs is this game anyway? Two or three??

I can hardly Imagine.
 

Three

Member
Neat. The problem is, you don't have to worry about resources running in real time. Sure, 4K assets look better, but when it comes to gaming and memory, if you don't need it, or it's too much for the hardware, it gets cast aside.

Feature parity is different than graphics parity and everyone that purchased the S over the X knows this. The game most likely doesn't lack features, but the Xbox Series S was always created to cater to people that want to play games but can't afford or don't want or need the Series X.
Asset difference isn't the same as just lower resolution though. You can still play at less than 4k but have "4k assets" you can zoom in on. This is what the supposed next gen features are there to address.
That's barely the case.
It is for somebody paying attention to textures, particularly in photomode or something like it. For run of the mill usage where you're a given distance maybe you won't notice it. The term "4k assets" have never made sense though.
 
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Portugeezer

Member
Correct, 4K textures and assets take up 4x the space. If you don't play in 4k you can reduce the size of the game significantly when you only need 1080p (low-res) assets.
It is still good to have high quality assets for when you're close to things.

Series S doesn't have them (presumably) because it can't, not because of lower pixel count.
 
other games of similar or bigger scopes that are smaller in size.
I guess only someone with actual knowledge of coding/compression and the assets can really answer this.
My layman (non)understanding: If I adjust the jpeg slider for % of whatever, I don't see much or any difference between 80 or 100%. Difference between png and jpg depending on content can be huge though, while tif is supersmall for black&white. I don't hear much or any difference between original CD or FLAC and mp3, probably down to 128.
Maybe some EA guys chose in every area the slightly better but much bigger solution, and compression is actually the same- why make some yourself if Sony offers theirs?-, just nothing is easily noticeable. Maybe they chose needlessly big bitrates and file formats without any benefit, just blowing up the size.
Especially videos can be huge with some needless bitrate setting.
Sometimes some stupid shit happens but I can't imagine that they blew up their game and no one ever noticed that something is off for no reason. There must be some explanation why it needs to be that size or at least a bit bigger than one would assume.
Or it is really dumb and just happend because no one ever checked before declaring gold master finished.
 
Asset difference isn't the same as just lower resolution though. You can still play at less than 4k but have "4k assets" you can zoom in on. This is what the supposed next gen features are there to address.

It is for somebody paying attention to textures, particularly in photomode or something like it. For run of the mill usage where you're a given distance maybe you won't notice it. The term "4k assets" have never made sense though.
I know you can, but if you don't have the power or memory to process the assets, you use the assets that are best suited for your use case. In this case Series S.

It is still good to have high quality assets for when you're close to things.

Series S doesn't have them (presumably) because it can't, not because of lower pixel count.
No shit, but the S can't handle those assets.

You guys clearly don't know the limitations of the GPU in the Series S or how GPU's work in general.
 
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SlimySnake

Flashless at the Golden Globes
Probably just massively unoptimized
Why would they optimize on the series s and not the series x?

I see a lot of criticism here over the file size, and I honestly dont understand. TLOU is 70GB even though its a tiny game in comparison to TLOU2 which was 79GB. No one had any issues with that. Higher res textures, objects and models take up more space. Id rather have better graphics than a 20GB game.

I just downloaded a 30GB update for Horizon plus another 26GB for the DLC. The game is now 160 GB. I am not even mad. Why would I be? Games are getting bigger and bigger, and we should be celebrating games shipping with the highest quality 4k textures.

SSD prices have fallen to sub $80 for a 1TB drive. There was a deal for a $150 2TB drive. File sizes should no longer be a big deal.

P.S The only time i have an issue with file size is when they make me download 100GB of CoD MP just to play the 20GB warzone map because they want me to buy their stupid weapons from the yearly cod.
 

SlimySnake

Flashless at the Golden Globes
because it just has low quality assets suited for low res used, probably?
you think they optimized for s and said "shit we are out of time" when it came to x
No. I think the fact that they optimized for the series s means they optimized the game for all consoles.

Again, why are we assuming larger file sizes mean the game is unoptimized? HFW is 150 GB now. Is it unoptimized?

Was RDR2 which was 100GB in an era where everything was 30-50GB max unoptimized? This is so silly.
 

Zimmy68

Member
People want next gen games only but don’t want to upgrade their pc specs or get surprised when they need more free space for those assets, lmao.

This will be the norm now. Get used to it.
I'm ok with larger assets, just don't release a console with only 1 TB or make upgrading fairly cheap. PS5 solved this.
 

Three

Member
I know you can, but if you don't have the power or memory to process the assets, you use the assets that are best suited for your use case. In this case Series S.
I think that's what the post was poking fun at. That the PR was suggesting the S would have the ability to have the same assets and settings via things like SFS, but just rendering at lower res. Unfortunately that ideal isn't reality for most games. Memory did turn out to be an issue for other things.
 
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