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05-03-22 11:08:21 PM
Jul - Gaming - Titanfall's PC version uses 35GB of uncompressed audio New poll - New thread - New reply
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Unknown Richard
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Posted on 03-11-14 10:12:43 PM Link | Quote
Titanfall PC's 48GB Install the Result of Uncompressed Audio

I don't understand what is this decision that Respawn did but they said that using uncompressed audio would work better on lower-end gaming PCs (notably dual-core CPUs). The game does have a system requirement of a DX10/11 GPU and a 64bit version of Windows 7 or higher, both of which are a first for the Source engine (the farthest for Valve's Source builds was DX9 and I don't think any of their games had native 64bit game clients either).
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Posted on 03-12-14 01:16:46 PM Link | Quote
Seriously?

This is the MLP Visual Novel all over again.

Except this time it's not 1GB, but 35GB and their reason to do so is actually good. Good luck for people who have a small HD.

Anyway, part of me hopes this is just a joke.

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Posted on 03-15-14 05:07:56 PM Link | Quote
What's even better is that the download version makes you download every language's audio file, and redownloads if you delete them, so there's no way to trim that down afterwards! :specialed:

I feel like the real reason is more "next-gen equals bigger games guys really!" because come on, how much processing power are you really saving without that audio decode.

As for the engine, from what I've read it's hardly Source anymore, apparently they rebuilt most of it from scratch. Though that could just be developer talk, hah.

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Posted on 03-15-14 05:18:56 PM (last edited by Kak64 at 03-15-14 05:21:10 PM) Link | Quote
Originally posted by Sponty
I feel like the real reason is more "next-gen equals bigger games guys really!" because come on, how much processing power are you really saving without that audio decode.
[1990]Oh no, remember they said compressed audio is never compatible with anything.[/1990]

I can't make up my mind what they were thinking. It's not like it requires extensive ASM knowledge to get stuff that working (then again, it would still be faster than anything else *shot*).

Originally posted by Sponty
What's even better is that the download version makes you download every language's audio file, and redownloads if you delete them, so there's no way to trim that down afterwards! :specialed:
They sure could get that to "work", unlike the audio compression.


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Unknown Richard
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Posted on 03-15-14 05:48:31 PM (last edited by Unknown Richard at 03-15-14 05:49:37 PM) Link | Quote
Originally posted by Sponty
What's even better is that the download version makes you download every language's audio file, and redownloads if you delete them, so there's no way to trim that down afterwards! :specialed:


Kind of another subject to this, but the weird thing is that if you delete the .bik files in the movies folder (EA, Respawn, and Legal), it won't redownload those and the game is still playable (aside from skipping the CG company/legal screens that cannot be skipped normally when removing the .bik files).
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Posted on 03-15-14 05:57:19 PM Link | Quote
Originally posted by Unknown Richard
Kind of another subject to this, but the weird thing is that if you delete the .bik files in the movies folder (EA, Respawn, and Legal), it won't redownload those and the game is still playable (aside from skipping the CG company/legal screens that cannot be skipped normally when removing the .bik files).
Oh, one day they will sure fix this bug, so they can waste as much disk space as possible.

How could they forget this quirk?

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Posted on 03-15-14 08:08:37 PM Link | Quote
The increased transfer rate required to process uncompressed audio may very well cause a reduction in performance. I recall something similar happening with live-boot Linux distributions, though that was arguably coming from a slower storage source (CDs) than Titanfall.
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Posted on 03-20-14 10:05:01 AM Link | Quote





Originally posted by GuyPerfect
The increased transfer rate required to process uncompressed audio may very well cause a reduction in performance. I recall something similar happening with live-boot Linux distributions, though that was arguably coming from a slower storage source (CDs) than Titanfall.


Don't quote me on that, but I think that in most cases uncompressed audio is going to be faster to read than decompressing audio and then playing it.

Then again, Disk IO could play a role, and you could also decompressed audio in loading screens and store that in memory.

Far from a game dev, so I don't know =\

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Posted on 03-20-14 11:54:31 AM Link | Quote
Originally posted by GuyPerfect
The increased transfer rate required to process uncompressed audio may very well cause a reduction in performance. I recall something similar happening with live-boot Linux distributions, though that was arguably coming from a slower storage source (CDs) than Titanfall.
Oh, but there should be a way to compromise between performance and disk space. Then again, it would require even more disk space for the installer (and it wouldn't be convenient anyway).

At least, they should give an option to redownload the music or not instead of directly downloading huge files off the internet.

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Posted on 03-20-14 10:14:41 PM (last edited by GuyPerfect at 03-20-14 10:14:49 PM) Link | Quote
Originally posted by Schezo
[...] instead of directly downloading huge files off the internet.

Wait, you're saying they're not compressed prior to installation? |-:
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Posted on 03-20-14 10:25:49 PM Link | Quote
Originally posted by GuyPerfect
Originally posted by Schezo
[...] instead of directly downloading huge files off the internet.

Wait, you're saying they're not compressed prior to installation? |-:
Ugh, scratch that detail.

Anyway, the whole important point is that it should give the user an option to redownload the files. It doesn't matter how much size is the compressed download, since the end result would be the disk space waste.

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Posted on 07-02-14 01:22:22 AM (last edited by Typhoid at 07-02-14 01:23:41 AM) Link | Quote
Yeah, it's kinda ridiculous. Most space hungry game I've played, as evidenced by this screenshot: http://imgur.com/lpxnxf7

The story I read that explained their reasoning was for those who have dual core CPUs specifically. They claim that if the audio was compressed, it'd eat up almost an entire core which would obviously drastically impact performance. But for people like me with a decent quad core, it's just an annoying waste of space and makes the initial download/install take that much longer.

Something funny I noticed about all this is that back in 2005, Battlefield 2 was something like 3GB, which was (at that time) 10% of my 30GB HDD.

Here we are 9 years later, and Titanfall is ~10% of my 500GB SSD. Funny how things work.

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Posted on 07-02-14 07:47:44 PM Link | Quote
On the complete other end of the scale, Payday 2 has recently reduced its install size from 34 GB to 13 GB by cleverly re-arranging asset packages and restructuring the loading process. Load times have decreased sharply as well.

Looks like EA's gargantuan studios could learn from the small but apparently really intelligent Overkill Software.

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Posted on 07-07-14 08:40:54 AM Link | Quote
Originally posted by Kazinsal
On the complete other end of the scale, Payday 2 has recently reduced its install size from 34 GB to 13 GB by cleverly re-arranging asset packages and restructuring the loading process. Load times have decreased sharply as well.

Looks like EA's gargantuan studios could learn from the small but apparently really intelligent Overkill Software.



The Payday 2 folks also probably have much of their game compressed, which is part of the issue here. If Respawn hadn't cared about dual core people with their audio, the game would be significantly smaller.

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Posted on 07-07-14 02:50:45 PM Link | Quote
It's kind of a moot point, the majority of all users don't care, nor can they perceive, a difference in high fidelity sound. If they wanted to offer that to the selected few who gives a damn, they could easily have made that as an optional download. :/

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Posted on 07-07-14 03:02:04 PM Link | Quote
KLayout v3.0c M
Darn it. I almost read that as Titanfall using 13GB of HD Space.

That would have been too good to be true.

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Posted on 07-08-14 04:11:27 AM (last edited by Typhoid at 07-08-14 04:12:12 AM) Link | Quote
Originally posted by Lunaria
It's kind of a moot point, the majority of all users don't care, nor can they perceive, a difference in high fidelity sound. If they wanted to offer that to the selected few who gives a damn, they could easily have made that as an optional download. :/


It wasn't about maintaining quality, it was about enabling lower end machines to play the game more smoothly without having to worry about their computer choking on audio extraction, as was mentioned in the OP.

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Posted on 07-08-14 09:17:45 PM Link | Quote
If their solution to that problem is tagging in uncompressed .wave files then I seriously question if they know what they are doing, surely there has to be better ways. :/

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Posted on 07-09-14 06:20:57 AM Link | Quote
I didn't think the overhead of ahead-of-time decompressing audio was such a major problem these days.

Then again, Titanfall's minimum CPU requirement is a friggin' Celeron E3200 -- a low-end dual-core CPU that cost $52 when it was launched in Q3 2009, and is currently listed about a quarter of the way down Passmark's "mid-low end CPU" page, where it settles at almost the same score as a dual-core AMD Opteron CPU from 2006.

Anyone who develops a game in 2014 for a target that would be considered high end in 2006 should be taken out back and shot (or forced to listen to Hideo Kojima's brilliant ideas for MGS spinoffs after watching the latest Tom Cruise movie.)

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Posted on 07-09-14 10:23:17 AM (last edited by Unknown Richard at 07-09-14 10:32:01 AM) Link | Quote
And even so, Titanfall might have had some rough optimizations around the edges. I've heard that the game dips below 60fps with even a GeForce GTX 770 in some maps, and turning the advanced settings off did nothing to prevent it. Oddly, the beta ran much better than the retail release.

On a side note related to TF, EA is desperate to get some player activity on the PC version that they made it a free weekend on Origin in the middle of the Steam summer sale. There's not much concurrent players in the PC version and I know nothing about the Xbone version because I don't own an 8th gen console yet.

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Jul - Gaming - Titanfall's PC version uses 35GB of uncompressed audio New poll - New thread - New reply


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