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File: 1623552520955.png ( 329.85 KB , 540x429 , 1623530005447.png )

 No.10011

I miss well-optimized video games. Now because processing power keeps increasing nobody in the industry cares.
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 No.10017

How big were those games originally? Or is that their original size?
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 No.10021

>>10017
My Dreamcast GDI for SA2 is a total of around 1.2GB

Original release of Yume Nikki is a whopping 64.04MB
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 No.10023

>>10021
>Original release of Yume Nikki is a whopping 64.04MB
Holy shit, how did it go from less than 100MB to 3.5GB?? High-res images?
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 No.10025

I also miss when composers worked with hardware limitations to develop techniques to get around them or evoked much more with well-selected samples and notes
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 No.10026

>>10023
I think it's that shitty dream diary remake
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 No.10028

>>10026
I had no idea there was such a thing

>>10025
Same, worst example for me being the Pokémon games (it's all barely catchy synth-orchestral shit now)
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 No.10030

>>10011
This is random
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 No.10040

File: 1623636334479.jpg ( 78.99 KB , 590x661 , E3x3Zz3VgAAqTKX.jpg )

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 No.10044

>>10040
NO!
I'm pretty sure most modern game developers write little scripts for an old crufty engine, that gets barely enough patches.
Most money is likely spent on highres models and marketing.
Even new low-level stuff is probably written in C++ with boost libs.
Just look at how poor of a performance Pokemon games can get away with https://old.reddit.com/r/pokemon/comments/bzw5pk/gamefreak_optimization_problems/
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 No.10048

>>10040
So… indie games?

Unique IPs: 7

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