The Growing Problem of Video Game File Size

〚Mild Conviction〛
10 Nov 202013:27

Summary

TLDRThe video script discusses the increasing file sizes of video games due to advancements in technology, resulting in more detailed graphics and complex gameplay. It highlights the shift from physical media to digital downloads, necessitating larger storage space. The script contrasts games like 'Demon's Souls' and 'Modern Warfare', questioning the latter's massive size despite having less content. It praises 'Ghost of Tsushima' for its efficient use of space without compromising quality, and raises concerns about the impact of large game sizes on storage and internet connectivity for rural gamers. The video concludes by acknowledging the trade-offs between faster SSDs and the cost and space requirements of modern games.

Takeaways

  • 🌟 As gaming enters the 4K era, games are evolving with more detailed textures, increased polygon counts, and improved visual effects like ray tracing.
  • 🚀 The new generation of SSDs significantly reduces loading times, sometimes eliminating them entirely, enhancing the gaming experience.
  • 📈 The average file size of games is increasing due to technological advancements, leading to more storage space being required for individual games.
  • 🔍 The transition from physical media to digital downloads has made installation and storage space more critical for console gaming, similar to PC gaming.
  • 📊 Games like 'Demon's Souls' and 'Red Dead Redemption 2' have large file sizes, with the latter being noted for its 90GB install size on day one.
  • 🔧 Game developers use asset duplication to reduce loading times, which increases file sizes, but efficient engines can minimize this without sacrificing performance.
  • 🏆 'Ghost of Tsushima' is highlighted for its efficient use of storage and quick load times, achieved through fine-grained mesh and texturing systems.
  • 💾 The cost of SSDs compared to HDDs means that while speed improves, the cost and available storage space for gamers might decrease.
  • 🌐 Large file sizes can be a barrier for gamers with limited or slow internet connections, affecting their ability to download and enjoy digital games.
  • 🔮 The future of gaming may see a need for larger storage capacities and more frequent management of game libraries due to increasing file sizes.

Q & A

  • What is one of the main reasons for the increase in video game file sizes?

    -The increase in video game file sizes is primarily due to advancements in technology that allow for more detailed textures, higher polygon counts on 3D models, longer draw distances, and the implementation of visual effects such as ray tracing.

  • How has the introduction of 4K resolution impacted game file sizes?

    -The introduction of 4K resolution has contributed to larger game file sizes because it requires higher quality textures and more detailed models to maintain visual fidelity at higher resolutions.

  • What role do SSDs play in the context of game file sizes?

    -SSDs have reduced loading times significantly, which has allowed games to become more complex and larger in size without a corresponding increase in load times. However, they are also more expensive per gigabyte compared to traditional HDDs.

  • Why did physical games on seventh-generation consoles not require installation on the hard drive?

    -Physical games on seventh-generation consoles like the PlayStation 3, Xbox 360, and Nintendo Wii were directly playable from their physical media, and only a few required installation for better loading times, but it was not mandatory for the majority of titles.

  • What was the initial file size of 'Demon's Souls' on PlayStation 5?

    -Demon's Souls was confirmed to be 66 gigabytes in size on PlayStation 5, making it one of the largest first-party launch titles.

  • How does 'Ghost of Tsushima' manage to have a smaller file size compared to 'Modern Warfare' despite its detailed open world?

    -Ghost of Tsushima's smaller file size is attributed to efficient compression techniques and an engine that keeps specific data ready to be loaded the moment it's needed, minimizing asset duplication.

  • What is the significance of asset duplication in game file sizes?

    -Asset duplication is a common practice where copies of assets are placed throughout a game's files to reduce loading times, but this significantly increases the game's file size.

  • How does the size of 'Modern Warfare' compare to other AAA titles?

    -Modern Warfare's file size is unusually large, reaching up to 250 gigabytes, which is more than twice the size of some massive open-world titles with detailed maps and lengthy stories.

  • What is the impact of large game file sizes on consumers with limited internet connections?

    -Large game file sizes can be problematic for consumers with limited or slow internet connections, as they may have to wait for extended periods to download games or updates, and they might also face data caps.

  • How do game developers sometimes address the issue of large file sizes?

    -Some game developers address large file sizes by implementing new compression techniques or by allowing players to uninstall certain parts of the game that they do not use, such as single-player campaigns or multiplayer modes.

  • What is the future outlook for game file sizes as technology continues to advance?

    -As technology advances, game file sizes are expected to continue growing due to higher quality assets and more complex game engines. However, the price of SSDs may decrease over time, making additional storage more affordable.

Outlines

00:00

🎮 Evolution of Game Sizes and Storage Challenges

The paragraph discusses the impact of technological advancements on video game development, particularly the increase in game file sizes due to higher resolution textures, detailed 3D models, and advanced visual effects like ray tracing. It highlights the transition from physical media to digital installations on hard drives, which has become necessary to cope with the growing size of games. The paragraph also mentions the storage space required by games like 'Demon's Souls' and 'Spider-Man: Miles Morales' for PlayStation 5, contrasting with previous generation games like 'Dark Souls 3' and 'Bloodborne'. It reflects on how game sizes have grown to over 100GB, with 'Red Dead Redemption 2' and 'Modern Warfare' being examples of large file sizes, and questions the reasons behind such large sizes compared to the content offered.

05:02

📊 Compression Techniques and Game Efficiency

This paragraph compares 'Ghost of Tsushima' with 'Call of Duty: Modern Warfare' to illustrate how efficient compression and asset management can result in smaller game file sizes without compromising quality or loading times. It explains how 'Ghost of Tsushima', despite being a visually impressive open-world game with a lengthy playtime, manages to keep its file size to 45GB, including both single-player and multiplayer modes. The paragraph credits Sucker Punch's efficient engine and compression techniques for this achievement. In contrast, 'Modern Warfare' is criticized for its large file size, suggesting that it may be due to inefficient use of assets and duplication. The discussion raises questions about the balance between game quality, storage space, and loading times.

10:02

💾 The Future of Storage and Accessibility

The final paragraph addresses the broader implications of increasing game file sizes on storage solutions and digital distribution. It points out that while SSDs offer faster load times, they are currently more expensive than HDDs, potentially leading to higher costs for gamers seeking larger storage capacities. The paragraph also raises concerns about the impact on gamers with limited or slow internet connections, who may struggle to download large game files or updates. It concludes by suggesting that as game development technology continues to evolve, there may be a need for a reevaluation of how games are distributed and stored to accommodate a wider audience and ensure accessibility.

Mindmap

Keywords

💡4K

4K refers to a display resolution of approximately 4,000 pixels horizontally across the screen. In the context of the video, it signifies the era where 4K resolution is becoming standard for gaming, leading to more detailed textures and higher quality graphics in games. The video mentions that as technology advances, games will continue to evolve with impressive visual effects, and 4K is a key part of this evolution.

💡Polygon Counts

Polygon counts refer to the number of polygons used to create 3D models in video games. A higher polygon count typically results in more detailed and realistic models. The video script discusses how AAA titles will boast models with polygon counts in the millions, indicating a significant leap in graphical fidelity.

💡Draw Distances

Draw distances in gaming refer to how far into the game world the rendering engine can 'see' and render objects. The video mentions that with advancements in technology, draw distances will be miles far, meaning that players will be able to see objects and details at a much greater distance than before, enhancing the immersive experience.

💡Ray Tracing

Ray tracing is a rendering technique that simulates the physical behavior of light to create highly realistic lighting, shadows, and reflections. The video script highlights ray tracing as one of the awe-striking visual effects that will become more prevalent as games continue to evolve with 4K and other advanced technologies.

💡SSDs (Solid State Drives)

SSDs are storage devices that use flash memory to access data faster than traditional hard drives. The video discusses how the adoption of super-fast SSDs will reduce loading times in games, and in some cases, eliminate them entirely, improving the gaming experience by making it more seamless.

💡File Size

File size refers to the amount of digital storage needed to hold a particular file, such as a video game. The video script addresses the growing concern of increasing game file sizes, which is a consequence of more detailed graphics, larger assets, and additional content. This growth in file size can lead to storage space issues for gamers.

💡Asset Duplication

Asset duplication in game development is a practice where multiple copies of the same asset are placed throughout a game's files to reduce loading times. The video script uses this term to explain one of the reasons behind the ballooning file sizes of modern games, as duplication increases the overall size of the game.

💡Compression Techniques

Compression techniques are methods used to reduce the size of digital files without significantly affecting their quality. The video highlights how some game developers, like Sucker Punch with 'Ghost of Tsushima', use advanced compression techniques to keep game file sizes smaller while maintaining high-quality graphics and quick load times.

💡Streaming Density

Streaming density in gaming refers to the amount of data that is loaded into memory during gameplay. The video script mentions that 'Ghost of Tsushima' manages to keep its file size small by only loading newly required assets and adjusting the streaming density, which contributes to its fast load times and smaller footprint.

💡Inefficient Engines

An inefficient engine in the context of video games refers to a game engine that requires more resources than necessary to run a game, leading to larger file sizes and longer loading times. The video script speculates that 'Modern Warfare' might be an example of a game with an inefficient engine, as it requires a significant amount of storage space compared to other games of similar scope.

💡Internet Connectivity

Internet connectivity, particularly in rural areas, is highlighted in the video as a challenge for gamers who face data caps, slow download speeds, or both. The video points out that large game file sizes can be problematic for those with limited or poor internet connections, as it can take an extended time to download games or updates.

Highlights

The era of 4k gaming is leading to increasingly detailed textures and higher polygon counts on 3D models.

Draw distances in games are expanding, and environments are becoming denser with assets.

Visual effects such as particles and ray tracing are becoming more prevalent.

Fast SSDs are reducing loading times, and in some cases, eliminating them entirely.

As games become more complex, their file sizes are increasing accordingly.

Technology advances enable developers to create more ambitious games.

Consumers require more storage space as game sizes grow.

Demon's Souls on PlayStation 5 is a large first-party launch title, weighing in at 66 gigabytes.

Previous generations' games were often playable directly from physical media without needing to install to a hard drive.

With the PlayStation 4 and Xbox One, console games also require installation, emphasizing the importance of storage space.

Some games, like Red Dead Redemption 2, have had massive install sizes on day one.

Updates and DLC can significantly increase the size of games like Gears of War 4 and Destiny 2.

Modern Warfare has an unusually large file size, sometimes approaching 250 gigabytes.

Ghost of Tsushima, despite its detailed open world, manages to keep its file size down to 45 gigabytes.

Sucker Punch Productions used efficient compression techniques to manage Ghost of Tsushima's size.

Asset duplication is a common reason for large file sizes, as games often contain multiple copies of the same assets.

The move to SSDs may reduce the need for asset duplication, but currently, they are more expensive than HDDs.

Large file sizes can be an issue for those with limited internet connections or data caps.

As game assets improve, average game sizes are likely to continue increasing.

The cost of SSDs may need to decrease significantly before consumers can affordably expand their storage.

The inconvenience of large file sizes is a growing pain of new technology in gaming.

Transcripts

play00:01

[Music]

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as we enter the era of 4k

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being standard we'll be seeing games

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continue to evolve in

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impressive ways aaa titles will boast

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insanely detailed textures on 3d models

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that have

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polygon counts in the millions draw

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distances will be miles far

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and environments will be dense with

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assets a plethora of visual effects will

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constantly fill your screen

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whether they're beautiful particles or

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awe-striking ray tracing techniques

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and let's not forget the new super-fast

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ssds will severely cut down on loading

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times

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in some cases eliminating them entirely

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it should come as no surprise that as

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games become bigger flashier and more

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complex

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the average file size of games will

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follow suit

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it's unavoidable it's a cycle that

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continues to repeat

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technology advances allowing for grander

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visions to come to fruition

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and game developers take advantage of

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this technology to reach new heights and

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offer greater experiences

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and for the consumer this means more

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real estate on their storage drives will

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be taken over by individual games

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for example demon souls is likely going

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to be playstation 5's biggest

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first-party launch title

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alongside spider-man miles morales it's

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already confirmed to be coming in at a

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pretty hefty

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66 gigabytes in comparison dark souls 3

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was less than 20

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and bloodborne less than 30 on day 1 for

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each

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obviously this wasn't always an issue

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all the way up until the end of the

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seventh generation of consoles which is

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the playstation 3 xbox 360 and the

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nintendo wii

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physical games were directly playable

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from whatever physical media they came

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on

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disks or cartridges with only a handful

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of exceptions we didn't need

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to install them directly onto a hard

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drive to play them

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and if we did it typically wasn't the

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entire game being installed

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sometimes it was just recommended for

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better loading times

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but for the vast majority of titles it

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wasn't mandatory

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this requirement was something that was

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still limited just to pc games at the

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time

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however when the next generation started

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with the playstation 4 and xbox one

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console owners had to get used to the

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installation process too

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because the average game size was going

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to grow and reading the game from the

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disc

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just isn't as fast as reading it from

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the hard drive

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thus storage space became significantly

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more important

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almost overnight and throughout the

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generation

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we saw just how stupidly massive some

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games can get

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at the very beginning we already got

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games crossing 40 gigabytes which wasn't

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a size that was unreasonably large

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just yet however now at the end of it

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they've finally begun to cross three

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digits

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it's not yet a regular occurrence but it

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very well could be once the next

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generation

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which is the playstation 5 and xbox

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series x hits its stride

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in the lead up to release red dead

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redemption 2 was noted for

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alarming people with its massive 90

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gigabyte install size on day one

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this was the amount that came on the two

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discs

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before you added any patches or updates

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several other games come close to or

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even past this number

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mostly due to updates and dlc that came

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later such as gears of war

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4 and destiny 2 both of which crossed

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the 100 gigabyte mark

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but also received updates that addressed

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the size issue and shrunk them down

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either by implementing new compression

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techniques or eliminating old content

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however the most egregious perpetrator

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of storage drive gluttony

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which is such a space hog that the size

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of its updates

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sometimes outweigh other entire aaa

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games

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is modern warfare depending on which

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platform you play on it could approach a

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frustratingly gargantuan

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250 gigabytes in size for the entire

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package

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the game does allow players to uninstall

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certain parts

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either the single player campaign

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multiplayer or special ops to free up

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some space

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if you're the type of call of duty

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player who only plays the campaign

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you'll just uninstall the whole thing

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when you're done anyway however

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if you're a multiplayer focused call of

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duty owner you're still going to be

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asked to surrender a massive chunk of

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your storage

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because for some reason it still takes

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up around

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170 gigabytes of space and it's not even

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known how much of this

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is war zone only content which is

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mandatory

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according to a production director over

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at infinity ward

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it's not much but still why

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that's the big question everyone asks

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why does one first person shooter take

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up

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more than twice as much space as a

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massive open world title with a 60 hour

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story

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and insanely detailed map why does this

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shooter's multiplayer

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by itself take up to four times as much

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space

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as an mmo with three full expansions and

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thousands of hours of content

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what is lacking under the hood that

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forbids the game from being crunched

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down to a size that doesn't ask

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players to forfeit up to half of their

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entire hard drive

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for comparison's sake let's look at the

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recently released ghost of tsushima

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it's an open world game with a map

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that's in the ballpark of about

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11 square miles or 17.7 square

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kilometers

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it's not particularly huge there are

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much bigger maps out there

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but it's sizeable enough to have many

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unique features and landscapes that

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don't feel crunched into an impossible

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space

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the game is very new but it's already

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known to be one of the best looking

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games to come out this generation

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every single line of dialogue in the

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game is fully voiced

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and the story takes anywhere from 30 to

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50 hours to finish

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and the game is noted to have shockingly

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quick load times

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in spite of all of these details you

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might be thinking

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but that's a single player game it

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doesn't compare to call of duty which

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has a heavy focus on multiplayer

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and well actually as of the 1.1

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update that came out a few weeks ago

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it's a multiplayer game now too

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thanks to legends mode which is a fairly

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content-rich

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cooperative mode with redesigned

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environments new armor and weapons

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cosmetics many new enemies and a

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self-contained narrative

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and guess what even after legends came

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out

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ghost of tsushima the entire game single

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player and multiplayer

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still comes in at only 45 gigabytes

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how did sucker punch manage such a thing

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well as it turns out their black magic

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was just

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good compression techniques in an

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interview with kotaku sucker punch's

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lead engine programmer

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adrian bentley said our art teams did an

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amazing job pushing their assets to fit

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in our aggressive performance and memory

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budgets

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as an example one of our 200 meter by

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200 meter terrain tiles

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only usually takes up around 2 megabytes

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compressed on disk

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including all the terrain and foliage

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placements it's easier to load a lot of

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data when you keep it compact

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a huge reason for games having inflated

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file sizes

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is duplicated assets games typically put

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copies of assets all over the game's

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files so they're easier to locate and

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thus minimize

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loading times at the cost of increasing

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size

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as an example back at the game

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developers conference in 2019

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insomniac games gave a presentation and

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in that presentation

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was this simple slide pertaining to

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their spider-man game

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showing that almost 56 000 assets are

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duplicated one or more times

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inflating the game's size by 10

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gigabytes from 0.9 without duplication

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to 11 with doing just a little math we

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can determine that each asset was

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duplicated

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on average up to 11 times considering

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the retail version of the game is 45

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gigabytes

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that means duplication takes up about 22

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percent of its size

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now let's go back to ghost of tsushima

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surely sucker punch must have duplicated

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a ton of stuff if the game's loading

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times are insanely quick

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right in that same interview with kotaku

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mr bentley continues our mesh and

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texturing systems are very fine-grained

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and fairly conservative

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we only have one copy of every asset on

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the disk

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during most loads when not jumping into

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a close-up we

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only load newly required assets and can

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dial down our streaming density a bit

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this usually results in requesting one

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or maybe two fewer mipmap levels for big

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textures

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users shouldn't see pops because we

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still have the textured data we need to

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render

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when jumping into gameplay 99 of the

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time

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essentially ghost of tsushima is able to

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keep its total size small and loading

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times fast

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because its engine is insanely efficient

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and keeps specific data ready to be

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loaded the exact moment it's needed

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why did sucker punch go through so much

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trouble in developing such amazing

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software

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i don't know maybe they just respect our

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storage space and understand that we

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don't want to nuke

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half of the games in it just to shove in

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one

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and maybe they also know that generally

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speaking no one likes loading times

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no consumers specifically asked them to

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go out of their way to create such an

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amazing engine

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they definitely could have gotten away

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with one that wasn't so good

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but they put the work in anyway and our

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storage space and our time

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are thankful for that and what's more is

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that they didn't need to sacrifice

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graphical quality to achieve these

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things

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because it's still one of the most

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beautiful looking games to come out this

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entire generation

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so why is modern warfare so insanely

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massive

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if i were to take a guess i'd say it's

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likely big assets supported by the iw

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engine and a metric ton of duplication

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of those assets

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so loading times aren't an eternity and

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a day

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but does that really excuse the absurd

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size of the game

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how many more titles should be allowed

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to balloon this much

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before it starts to become unacceptable

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thankfully black ops cold war is already

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confirmed to be much smaller

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both on current and next-gen consoles

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but how long will it stay that way

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and how much larger will the next call

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of duty be

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with gaming making the move over to

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hyper-fast ssds over old school hard

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disk drives

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games can do away with constant asset

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duplication to save on loading times

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but we're no longer saving money on

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space like we used to

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right now a 2 terabyte hard disk drive

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is anywhere between thirty to sixty

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percent cheaper

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than a one terabyte m.2 ssd

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from the same company so what we gain in

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speed and technology

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we sacrifice in price and available real

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estate

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of course these prices will drop as ssds

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become more standard

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but it'll take years for them to match

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the cent per gigabyte rate that hard

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disk drives currently have

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so while we may enter an era where

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loading times are starting to become a

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thing of the past we're still likely

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going to end up spending more money

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on space than we did before another

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reason as to why huge file sizes are an

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issue isn't just because storage space

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it's a total lack of consideration for

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people who have

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not so stellar internet connections

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there are 47 million adults who live in

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rural areas of the united states

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which are areas that have extremely

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limited isp options

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and those who have internet access

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likely have either strict data caps

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mediocre download speeds or both and of

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those tens of millions i'm willing to

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bet a couple of them play video games

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in fact in the blog post that announced

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the patch that would help shrink destiny

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2's file size bungie specifically

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acknowledged and apologized to people

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with capped or second-rate internet

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generally speaking the internet service

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infrastructure in the united states

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is subpar all around but people in rural

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areas are especially [ __ ]

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over time it'll become more and more

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difficult for them to be digital game

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owners

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in some cases it'll be difficult for

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them to even download an

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update for a game they own physically

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they're doubly screwed when they want a

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game that's

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exclusively available digitally and not

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only would downloading it be a potential

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multi-day commitment

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but the game would probably hold their

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storage space hostage

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because they might be too reluctant to

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download it again if they uninstall

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as the quality of assets grow game sizes

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on average

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are going to follow it's an

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inevitability that goes hand in hand

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with ever evolving hardware and game

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development technology

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and to make things worse there will be

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some games running on very inefficient

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engines

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requiring more gluttonous hoarding of

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space than what should be necessary for

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their genre

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unfortunately it'll take a hot minute

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for the price of ssds to sink enough

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that an extra terabyte or two is no

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longer a significant expense

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worst case scenario people who only play

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aaa games

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might only be able to fit about 5-8

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titles on their playstation 5

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or xbox series x before filling them up

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meaning significantly more frequent

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cleaning up of their space

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or spending up to two hundred dollars

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for more of it

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it's inconvenient but unfortunately it's

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the growing pains of new technology

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this concludes all of my thoughts on the

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subject of growing video game file sizes

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it's a bit more ranty than the other

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videos i usually make but

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it's something that's been bugging me

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for a while hopefully i wasn't too

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obnoxious about it

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thank you for watching and i'll see you

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around

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4K GamingStorage SpaceLoading TimesGame File SizesConsole GenerationsGaming TechnologySSD vs HDDGame OptimizationInternet SpeedRural Gaming
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