timppu: So what exactly keeps increasing the sizes? I always kept thinking in the past like "ok so when games take 10GB, then that's it, they can't even produce so much data to one game that it would go over that", but they just kept going over each new limit...
So do games have even more textures, more speech (audio) etc. than before? Or do they have the same amount as before, but it is all just so much better detail now? Like, this newest COD has twice as detailed textures as the previous COD game, or what? And all audio is recorded in 256 bits sampled at 1 million Hz, instead of measly 16 bits at 44100 Hz like in old audio CDs?
I find this interesting also because modern games don't tend to use FMV cutscenes (that much), but even cutscenes are made with the game engine. I would have expected that to potentially decrease the game install sizes quite a bit, but no, apparently they have found other ways to "waste" space.
If there is a good reason for the increasing sizes, I guess I would be fine... but unfortunately this flux of SSD drives seem to have meant we have actually gone back a bit in "hard drive" sizes. If 50 terabyte hard drives (or SSDs) were a norm already now, I guess I wouldn't care if Cyberpunk 2077 takes 500GB to install. Ok downloading it would be quite painful for me over my 10Mbps line, though...
Combination of many things really, which will naturally vary from game to game to some degree.
- Larger quantity of video content, both cut-scenes and possibly other FMV usage.
- Higher resolution of video content - full HD and/or 4k for example, with lower compression ratios for higher quality.
- Larger quantity of voiceover content, music
- Higher quality audio, possibly using 192kbit/24bit audio, possibly including surround sound as well.
- Larger game worlds, in particular for huge open world games. Requires more data storage.
- Larger high-resolution textures with lower compression ratios for higher quality graphics.
Many games are creating larger than ever worlds that make use of larger amounts of unique graphics/textures so there is less "cookie cutter" effect of reusing and repeating the same graphics over and over again. There's still reuse, but they're able to have more unique content because today's hardware is capable of handling it.
Another factor is that some companies may not store their data in the most efficient format for whatever reason. I've heard rumours that Titanfall's massive size is due to poorly compressed audio to act as a deterrent for pirates trying to pirate the game. I doubt that is true though as it would make no sense to discourage piracy by making a game 50GB to force people to buy it instead who then have to install your 50GB game. :)
For just about any game though, the majority of the size of the game is due to video, audio, and image/texture data, so as we have computers that are able to process more video, more audio, and more graphical data, game developers are going to capitalize on that to make their games continually push the envelope in the audio-visual department.