Remember when games didn’t get any updates and the launch product was the final product? Pepperidge farm remembers
ZXKeyr324XZ
Black ops 6 is not even 200gb
Pyrogenic_
You’re posting this in subreddit where most people don’t even own physical copies of their games. Like at all.
atomic_danny
To be fair most of those Playstation games were music on cd tracks (at least Tomb Raider 2 for certain was – I ripped it that’s how i know 😉 ). Or if not CD tracks they were video too, so compressing it would have saved loads of space (granted probably too early for mp3? )
(similar for Sega Saturn – Wipeout disc – a lot of it was taken by music 🙂 )
Tryukach09
dont forget about 150 gigs day 1 patch
MrTriggrd
the “without sacrificing a single level, or video cutscene by writing more efficient and intelligent code” is completely wrong lol. a LOT of stuff was sacrificed for the n64 version
snowsuit101
Devs then had much more control over the games they were making and companies really couldn’t afford releasing bad games since they were impossible to fix later. When they did start shoveling shit in the US, the entire market crashed. The internet, the reliance on a myriad of abstraction layers and the focus on higher and higher fidelity graphics changed all that, most people working on games at big studios aren’t even developers anymore and they’re hardly making any of the calls.
knotatumah
You think its bad now just wait until you get all the bloat from “vibe-coded” features with ai that nobody knows how to debug or optimize. A new era of fuckit-and-chuckit is closing in on us.
AnEndangeredSpyCrab
How many times is this gonna get reposted god
MrHeffo42
Tell them it’s bullshit with your wallet. I bet you won’t!!
-Laffi-
I didn’t know they had Resident Evil for N64 :O!
Battlejesus
Yeah i remember these ports. They were alright but not a substitution for the originals at all.
UnPluggdToastr
To be fair, most of the size comes from high res assets and uncompressed sound files. There is just no getting around this.
4K res packs for games are often 100+gb.
rlawliet
It’s disheartening to see how monetization strategies have taken precedence over genuine gameplay innovation.
Remember when games were released complete and without the need for constant updates or microtransactions?
RentonZero
Hardware limitations breed creativity. Why optimise storage when the average system likely has a 1tb
HoodGyno
facebook ass meme
theweedfather_
OP didn’t even have an N64
ynnus86
“code” is not what makes a game big. It’s textured, videos, assets.
Juunlar
The actual sad truth, is you dorks just reuse memes for weeks or months on end instead of playing video games
Expensive_Finger_973
The spirit of this is correct, if not the details.
But that is not the devs fault. 300GB and unfinished can be put at the feet of the c-suite that promised a room full of other equally clueless executives the next COD would be done by date X after a few meetings with the marketing folks before even telling the devs they were going to be making a new one.
TLKimball
The original Atari 2600 cartridges only had 2KB.
Rmcke813
Anyone remember Golden Sun? I mean they had to split the game over two cartridges but even that’s impressive considering how huge those games are.
Sitheral
I would never let such garbage take 300GB on my drive.
oOo-Yannick-oOo
That was already true a quarter of a century ago. When X-Wing Alliance released on 2 CDs, I remember a magazine review wondering how it needed that much space with OoT being 20mb.
Things just got way, way worse. 😀
Legal_Lettuce6233
Except code is rarely ever the reason for large game files.
_RRave
Cod making you update the game and then launch the game to be told the game has updated relaunch was the reason I just gave up with it lmfao such a joke
creamcolouredDog
People born in 2010 making images like these
Jowser11
Yes old game good. New game bad. Gimme points.
A_PCMR_member
Lol Even the console versions of Metro 2033 and Last Light, fairly old titles by todays standard have missing things compared to the PC versions (Cloth and texture resolution)
They didnt cut major content but reduced visual fidelity where it wasn’t jarring and reduced cutscene resolution as well:
N64 It can display up to 16.8 million colors and resolutions ranging from 256×224 to 640×480 pixels. While most games run at 320×240, some support higher resolutions, often requiring the Expansion Pak
The PlayStation version with two CD-ROMs of up to 700 MB per disc was faithfully replicated (with unique enhancements) on a 64 MB Nintendo 64 Game Pak. In the process, audio and video assets had to be more aggressively and creatively compressed, using novel techniques that shift the burden away from storage and toward the console’s high real-time processing power : They swapped Console hardware + CD to Console hardware + extra hardware on the catridge
Ps1 Often 640×240
HotTakesBeyond
Kid named audio quality:
VatianGT0321
Not really the Devs fault more like the company they work for rushing them into cutting corners
Nekokamiguru
Super Mario Brothers was about 40KB long .
This picture of Shigeru Miyamoto uses more storage than the entire game.
it was 2 CDs, so technically they squeezed 1.3gb into 64 MB.
Exkabad
Honestly, that’s why I follow the companies that do switch ports. They are still working with compression skills. That’s why it’s so fun to hear of the “impossible ports” like witcher 3 and BL3
35 Comments
Remember when games didn’t get any updates and the launch product was the final product? Pepperidge farm remembers
Black ops 6 is not even 200gb
You’re posting this in subreddit where most people don’t even own physical copies of their games. Like at all.
To be fair most of those Playstation games were music on cd tracks (at least Tomb Raider 2 for certain was – I ripped it that’s how i know 😉 ). Or if not CD tracks they were video too, so compressing it would have saved loads of space (granted probably too early for mp3? )
(similar for Sega Saturn – Wipeout disc – a lot of it was taken by music 🙂 )
dont forget about 150 gigs day 1 patch
the “without sacrificing a single level, or video cutscene by writing more efficient and intelligent code” is completely wrong lol. a LOT of stuff was sacrificed for the n64 version
Devs then had much more control over the games they were making and companies really couldn’t afford releasing bad games since they were impossible to fix later. When they did start shoveling shit in the US, the entire market crashed. The internet, the reliance on a myriad of abstraction layers and the focus on higher and higher fidelity graphics changed all that, most people working on games at big studios aren’t even developers anymore and they’re hardly making any of the calls.
You think its bad now just wait until you get all the bloat from “vibe-coded” features with ai that nobody knows how to debug or optimize. A new era of fuckit-and-chuckit is closing in on us.
How many times is this gonna get reposted god
Tell them it’s bullshit with your wallet. I bet you won’t!!
I didn’t know they had Resident Evil for N64 :O!
Yeah i remember these ports. They were alright but not a substitution for the originals at all.
To be fair, most of the size comes from high res assets and uncompressed sound files. There is just no getting around this.
4K res packs for games are often 100+gb.
It’s disheartening to see how monetization strategies have taken precedence over genuine gameplay innovation.
Remember when games were released complete and without the need for constant updates or microtransactions?
Hardware limitations breed creativity. Why optimise storage when the average system likely has a 1tb
facebook ass meme
OP didn’t even have an N64
“code” is not what makes a game big. It’s textured, videos, assets.
The actual sad truth, is you dorks just reuse memes for weeks or months on end instead of playing video games
The spirit of this is correct, if not the details.
But that is not the devs fault. 300GB and unfinished can be put at the feet of the c-suite that promised a room full of other equally clueless executives the next COD would be done by date X after a few meetings with the marketing folks before even telling the devs they were going to be making a new one.
The original Atari 2600 cartridges only had 2KB.
Anyone remember Golden Sun? I mean they had to split the game over two cartridges but even that’s impressive considering how huge those games are.
I would never let such garbage take 300GB on my drive.
That was already true a quarter of a century ago. When X-Wing Alliance released on 2 CDs, I remember a magazine review wondering how it needed that much space with OoT being 20mb.
Things just got way, way worse. 😀
Except code is rarely ever the reason for large game files.
Cod making you update the game and then launch the game to be told the game has updated relaunch was the reason I just gave up with it lmfao such a joke
People born in 2010 making images like these
Yes old game good. New game bad. Gimme points.
Lol Even the console versions of Metro 2033 and Last Light, fairly old titles by todays standard have missing things compared to the PC versions (Cloth and texture resolution)
They didnt cut major content but reduced visual fidelity where it wasn’t jarring and reduced cutscene resolution as well:
N64 It can display up to 16.8 million colors and resolutions ranging from 256×224 to 640×480 pixels. While most games run at 320×240, some support higher resolutions, often requiring the Expansion Pak
The PlayStation version with two CD-ROMs of up to 700 MB per disc was faithfully replicated (with unique enhancements) on a 64 MB Nintendo 64 Game Pak. In the process, audio and video assets had to be more aggressively and creatively compressed, using novel techniques that shift the burden away from storage and toward the console’s high real-time processing power : They swapped Console hardware + CD to Console hardware + extra hardware on the catridge
Ps1 Often 640×240
Kid named audio quality:
Not really the Devs fault more like the company they work for rushing them into cutting corners
Super Mario Brothers was about 40KB long .
This picture of Shigeru Miyamoto uses more storage than the entire game.
https://preview.redd.it/3t1bj4o3903f1.jpeg?width=750&format=pjpg&auto=webp&s=c61468f1c9f7f780ce2f8e9e9b6c7fd7cd8b9e83
it was 2 CDs, so technically they squeezed 1.3gb into 64 MB.
Honestly, that’s why I follow the companies that do switch ports. They are still working with compression skills. That’s why it’s so fun to hear of the “impossible ports” like witcher 3 and BL3
Black myth wukong comes to mind.