We are happy to report that, thanks to our partners at Nixxes, we have reached that goal much sooner than expected. By completely de-duplicating our data, we were able to reduce the PC installation size from ~154GB to ~23GB, for a total saving of ~131GB (~85%).
it’s kinda wild, they duplicated the data several times to supposedly help loading times on mechanical hdd’s. I guess to keep data sequential and minimize seeks?
And yet, I guess it was technically true:
Our testing shows that for the small percentage of players still using mechanical hard disk drives, mission loading times have only increased by a few seconds in the worst cases.
I don’t know how long the loading times in the game are, as I don’t play this. But surely +/- few seconds is negligible vs 130 GB duplicated data.
Lol, doesn’t surprise me given how that game runs. It looked like any other game but prompted a couple upgrade from me
FWIW, the game has some gorgeous volumetric lighting, fog and effects. I do think it looks more current-gen than many other games, and it doesn’t rely on heavy raytracing options to do it.
It’s still ridiculous though, especially considering the game doesn’t support any modern algorithms for upscaling, but defaults to upscaling anyways.
Though, I know it didn’t have the budget of many AAA games and the engine has been long-since unsupported, so props to Arrowhead for doing as much as they have!
Are volumetrics computed on the CPU though?! I didn’t change the GPU at the same time.


