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Hitman would be very notable example. Fortnite almost got to 100 gigs when they enabled some kind of asset compression.


Hitman was a special case of bundling older games designed designed for spinning disks.

Fortnite didn’t publish what they did. But I promise it’s not “bEnableCompression=true”. Compression is used up and down the stack with the utmost of care. Even the older games that didn’t use compression did so only after great consideration of the trade offs.

“Games as a Service” games like Fortnite, Destiny, and Call of Duty have often bloated and then been optimized. The fix is never bEnableCompression. It’s more about how the content is sliced and packaged. How to efficiently serve new content is a really tricky problem. And a somewhat new problem that didn’t exist 10 years ago. At least for consoles.




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