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i'm not good with this computer spec stuff, how the frick is this game 1 GB
8:13 am, September 13, 2021
Comrade 0 comments 0 likes

Wes replied to how November 18, 2021 @ 9:31:55 am PST

Thanks all
9:13 pm, November 18, 2021
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Zrnie replied to how November 18, 2021 @ 7:02:34 am PST

Btw another good technique is to pump the house resting bonus. It'll let you stay outside longer too.

You have to add multiple things to your base camp. Resting bonus I found was very helpful
3:13 pm, November 18, 2021
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Note176 replied to how November 17, 2021 @ 10:33:37 pm PST

You get a swamp key from killing the elder. COld doesnt really matter until you reach the mountains.
9:13 am, November 18, 2021
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Mikakunin replied to how November 17, 2021 @ 10:41:54 pm PST

you stay warm near fire or wear frost resist gear or drink frost resist potion, you get frost resist potion from crafting fermenter
9:13 am, November 18, 2021
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Wes replied to how November 17, 2021 @ 11:15:57 pm PST

OK guys Thanks
9:13 am, November 18, 2021
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Emopanther replied to how November 17, 2021 @ 11:49:01 pm PST

You won't be able to get Frost resist gear until you have silver, which comes after the swamp. You can get Wolf pelts from the Wolves there or use Lox pelts from the prairie, + silver. The wolf armor also gives frost resist, and you only need to be wearing one to get the effect. (Either the cape or a single piece of armor) Wolf Cape is probably gonna be easier. Idr the mats for the potion, but it's Bloodbags from leeches and.. something from the mountains ?
9:13 am, November 18, 2021
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John replied to how September 13, 2021 @ 7:13:49 am PDT

Games themselves aren't all that big to begin with, most of that data is from pre made maps, all that detail where everything is, yeah that costs a lot of storage.

Think of it of just having the building schematics of a shelf compared to having thousands of shelves pre build in some location. The schematics require a drawer to be stored, the thousands of shelves require an entire stockroom.

So how does this game function?, the game itself is just assets the game draws information from. The save files is where everything is stored. Most games have small save files, because the only thing they are, are just checklists what you have and what you don't. The save file in this game is all your data, the structures build, what has been explored world wise, what has been generated, items in chests, etc etc etc.

Pretty much the same as Minecraft, which is a perfect example, the game itself on my computer, with different save versions in it's directory, is like 630 mb in size. I had a save file, which was over 30 gigabytes in size, because of all the chunks i had loaded in, which all required it's own data from flying to the border of the world. I knew when i started, i knew when i stopped. That was 29 gigs of useless chunk information i could just erase.

Also known as... aka, the below.
Originally posted by deadshooter:
in two words - procedural generation
5:13 pm, September 13, 2021
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SiEgE replied to how September 13, 2021 @ 10:11:23 am PDT

Originally posted by 76561198316726859:
i'm not good with this computer spec stuff, how the frick is this game 1 GB
I can write a 50kb application that would squeeze your CPU, GPU, RAM and HDD/SSD dry. Things don't need to be heavy to have an impact on your hardware.

The most size-bloating things in modern games are:
1) Coding frameworks, usually for several languages. Using several frameworks is usually absolutely not necessary, but their developers usually give no ♥♥♥♥♥.
2) Textures - People want 64kx64k hi-res textures with bump mapping, parallax mapping, subterrain surface, reflections and etc. That can easily go up to 4gbs with textures alone.
3) Sounds - High res sound and music weights some. if Valheim devs would decide to go full LQ - they can easily save up +50/100mbs on sounds and music alone.
4) Hi-poly models - People want 25mill polygon models nowadays + some model formats might be more or less heavy(Valve's Source and Source 2 mdl format are quite heavy, but simply because it is also a container for few other things. In Goldsrc, models used to also be texture containers).
5) DRM trash and other "spamy" stuff. You can easily get half a gig of that stuff.

If you give the same approach to most modern games(less premade but more generated stuff, less quality textures, less quality models), I think the most heavy ones(like the recent CoD that weights around 100gb) might easily be fit in 2gb.
5:13 pm, September 13, 2021
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Eagle_of_Fire replied to how September 13, 2021 @ 5:58:28 am PDT

Originally posted by Comrade:
i'm not good with this computer spec stuff, how the frick is this game 1 GB
I have long ago correlated the fact that the best games aren't 60gigs+. The simple fact that simple compression tools were commonly used 20 years ago and seem to have completely faded from modern human memory keep blowing my mind every single day.
2:13 pm, September 13, 2021
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deadshooter replied to how September 13, 2021 @ 6:25:09 am PDT

in two words - procedural generation
2:13 pm, September 13, 2021
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Comrade replied to how September 13, 2021 @ 1:13:23 am PDT

Originally posted by RNG_Wizard:
Textures are low res which is the biggest deal as are particles which are mostly a single colored pixel. Additionally, meshes are low on polycounts, items reuse meshes and textures as often as possible, and instead of having large pregenerated maps, it's done through random generation. There are also very few visual ui elements, and those that do exist are typically simple, low res, or otherwise reused such as the workbench using a common ui shared with the forge, stonecutter, etc.

Basically, very efficient use of space and assets.
yeah I was think it was the low graphic that saves lot of room. But the size of the map makes me feel like this game should have been bigger
11:13 am, September 13, 2021
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Weaver replied to how September 13, 2021 @ 12:49:12 am PDT

because games are largely so massive now because of the super high Def textures.
8:13 am, September 13, 2021
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Phathe replied to how September 13, 2021 @ 12:52:09 am PDT

1 GB? or you meant to say 100 GB
8:13 am, September 13, 2021
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pipo.p replied to how September 13, 2021 @ 1:02:07 am PDT

1 GB (993 MiBi data precisely). There are also no prerecorded cinematics.
8:13 am, September 13, 2021
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RNG_Wizard replied to how September 13, 2021 @ 1:06:49 am PDT

Textures are low res which is the biggest deal as are particles which are mostly a single colored pixel. Additionally, meshes are low on polycounts, items reuse meshes and textures as often as possible, and instead of having large pregenerated maps, it's done through random generation. There are also very few visual ui elements, and those that do exist are typically simple, low res, or otherwise reused such as the workbench using a common ui shared with the forge, stonecutter, etc.

Basically, very efficient use of space and assets.
8:13 am, September 13, 2021
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pipo.p replied to how September 13, 2021 @ 1:12:02 am PDT

That's called "sustainable programming"!
8:13 am, September 13, 2021
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