7/2/2023 0 Comments Rad video tools codecThe business only needs to ask is it cheaper to pay a few devs to optimize their code or is cheaper to pay for a fatter data pipe. Somebody will pay for the transmission - either the consumer or the business. Other industries like streaming/music sites, they optimize their transmission sizes and even small gains are often worth it (10 million people downloading 2MB less per song on spotify, while playing 50 songs per day. Plug-in some real numbers (which I don't have)(Players X ave number games downloaded per year X ave game size). but as a collective, if you have 1000000 users downloading 300GB less per month (I know, silly numbers, it's way more in reality), it would make a huge difference to the "gaming industries & network load"-effects as a whole. If the backups are smaller, that helps too. But for those with crappy internet where 30GB take 2 days to download, it's better to make a backup before uninstall/reinstall. So what do most people do? They install/uninstall frequently. If you want to install more of them, a 1TB nvme drive is not going to cut it. if you were to install 50 of them, that alone would eat up 1TB easy peasy. Okay, imagine you have 300+ games on Steam/Epic/Gog etc. What I’m building right now is meant to make generative audio easier and reduce the number of samples needed, so more tools to process sound could make this naive caching approach practical For specific example in a very well known game, there are over 1600 samples for boxes hitting stuff (impact sounds). You’d be surprised how under powered the consoles are in this regard (caveat: I haven’t developed on the upcoming gen, which is getting better)Īs for loading and caching on demand, that’s limited by memory, given the sheer amount of samples used in games, it’s just not practical. It’s also happening in a system that needs to be real-time and keep each frame timer on the order of milliseconds, though Moore’s law moving to parallelization has helped a lot. These also need to be preloaded slightly, and once playing stream from disk, so source starvation needs to be handled and the codec needs to not be glitchy if missing some packets. Commonly it’s some custom spin on vorbis which isĪdditionally, there can easily be 20-40 sounds playing at once, more if you haven’t optimized yet (which typically happens in the last few months before release). A lot of work has been put into optimizing mp3 including at os and hardware levels but that’s not usable in games. You can sometimes use it for music But if there’s any changes based on game events mp3 is unusable. (PCs probably won't get a comparable decompression accelerator card and such a card wouldn't get enough market penetration anyway.)Ĭouple of things to note: MP3 is not appropriate for use in real time due to a variable amount of silence added to the start of the sample intrinsic to the compression. To get the best use out of the PS5 hardware, it's essential that the encoder is still made available. The other angle to this story is that the PS5 has a hardware decode unit for RAD Kraken. Given this trend, RAD's heyday was definitely in the days before consoles had NVMe disks (Bink in particular let games punch far above their weight) so this might be a nice forever-home.īlame Intel for not making faster CPUs, and consumers for tolerating massive install sizes, i guess. Current-gen consoles also all have NVMe SSDs. But recently I guess developers think disks are fast enough now, because PC games have been using more uncompressed assets to free up CPU time, massively bloating install size. So low-overhead (fast) decompression is essential for AAA titles. The history of RAD is a history of media read speeds - playing back full-motion video from a CD on a PS2 with its near-zero available CPU resources was a superhuman effort.
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