[HN Gopher] Helldivers 2 on-disk size 85% reduction
       ___________________________________________________________________
        
       Helldivers 2 on-disk size 85% reduction
        
       Author : SergeAx
       Score  : 235 points
       Date   : 2025-12-03 08:08 UTC (8 days ago)
        
 (HTM) web link (store.steampowered.com)
 (TXT) w3m dump (store.steampowered.com)
        
       | habbekrats wrote:
       | it seems wild the state of games and development today... imagine
       | 131GB out of 154GB of data was not needed....
        
         | wvbdmp wrote:
         | The whole world took a wrong turn when we moved away from
         | physical media.
        
           | breve wrote:
           | Hard drives and optical discs are the reason they duplicated
           | the data. The duplicated the data to reduce load times.
        
             | habbekrats wrote:
             | do they even sell disc of these game?...
        
               | jsheard wrote:
               | They do, but it's irrelevant to performance nowadays
               | since you're required to install all of the disc data to
               | the SSD before you can play. The PS3/360 generation was
               | the last time you could play games directly from a disc
               | (and even then some games had an install process).
        
           | tetris11 wrote:
           | In terms of ownership, yes absolutely. In terms of read/write
           | speeds to physical media, the switch to an SSD has been
           | unsung gamechanger.
           | 
           | That being said, cartridges were fast. The move away from
           | cartridges was a wrong turn
        
             | BizarroLand wrote:
             | I hate it when you buy a physical game, insert the disk,
             | and immediately have to download the game in order to play
             | the game because the disk only contains a launcher and a
             | key. Insanity of the worst kind.
        
               | crest wrote:
               | Or the launch day patch is >80% the size of the game, but
               | I don't want to go back to game design limited by optical
               | media access speeds.
        
               | hbn wrote:
               | Nintendo is pretty good for putting a solid 1.0 version
               | of their games on the cartridges on release. But on the
               | other hand, the Switch cartridges use NAND memory which
               | means if you aren't popping them into a system to refresh
               | the charge every once in a while, your physical cartridge
               | might not last as long as they keep the servers online so
               | you could download a digital purchase.
               | 
               | I've kinda given up on physical games at this point. I
               | held on for a long time, but the experience is just so
               | bad now. They use the cheapest, flimsiest, most fragile
               | plastic in the cases. You don't get a nice instruction
               | manual anymore. And honestly, keeping a micro SD card in
               | your system that can hold a handful of games is more
               | convenient than having to haul around a bunch of
               | cartridges that can be lost.
               | 
               | I take solace in knowing that if I do still have a
               | working Switch in 20 years and lose access to games I
               | bought a long time ago, hopefully the hackers/pirates
               | will have a method for me to play them again.
        
               | wtallis wrote:
               | > the Switch cartridges use NAND memory which means if
               | you aren't popping them into a system to refresh the
               | charge every once in a while, your physical cartridge
               | might not last as long
               | 
               | You've been paying attention to the wrong sources for
               | information about NAND flash. A new Switch cartridge will
               | have many years of reliable data retention, even just
               | sitting on a shelf. Data retention only starts to become
               | a concern for SSDs that have used up most of their write
               | endurance; a Switch cartridge is mostly treated as ROM
               | and only written to once.
        
               | hbn wrote:
               | What's "many years"?
               | 
               | I've read about people's 3DS cartridges already failing
               | just sitting on a shelf.
        
               | Dylan16807 wrote:
               | Are you sure those flashes are capable of refreshing?
        
               | maccard wrote:
               | The read speed off of an 8xDVD is ~10MB/s. The cheapest
               | 500GB SSD on Amazon has a read speed of of 500MB/s. An
               | NVMe drive has is 2500MB/s. We can read an entire DVD's
               | capacity (4.7GB) from an SSD in under 10 seconds,
               | compared to 8 minutes.
        
             | crote wrote:
             | > That being said, cartridges were fast. The move away from
             | cartridges was a wrong turn
             | 
             | Cartridges were also crazy expensive. A N64 cartridge cost
             | about $30 to manufacture with a capacity of 8MB, whereas a
             | PS1 CD-ROM was closer to a $1 manufacturing cost, with a
             | capacity of 700MB. That's $3.75/MB versus $0.0014/MB - over
             | 2600x more expensive!
             | 
             | Without optical media most games from the late 90s & 2000s
             | would've been impossible to make - especially once it got
             | to the DVD era.
        
           | jayd16 wrote:
           | The (de)-optimization exists, essentially, because of
           | physical media.
        
         | maccard wrote:
         | This isn't unique to games, and it's not just "today". Go back
         | a decade [0] find people making similar observations about one
         | of the largest tech companies on the planet.
         | 
         | [0] https://news.ycombinator.com/item?id=10066338
        
         | high_na_euv wrote:
         | It was needed. Just the trade off wasnt worth it.
        
           | Zambyte wrote:
           | It was wanted and intentionally selected, but it wasn't
           | needed.
        
           | Tepix wrote:
           | I'd argue it was incompetence.
        
           | red-iron-pine wrote:
           | it wasn't needed -- need means "must have"
           | 
           | they're a fantastically popular franchise with a ton of
           | money... and did it without the optimizations.
           | 
           | if they never did these optimizations they'd still have a
           | hugely popular, industry leading game
           | 
           | minor tweaks to weapon damage will do more to harm their
           | bottom line compared to any backend optimization
        
       | andrewstuart wrote:
       | How is there so much duplication?
        
         | jy14898 wrote:
         | The post stated that it was believed duplication improved
         | loading times on computers with HDDs rather than SSDs
        
           | dontlaugh wrote:
           | Which is true. It's an old technique going back to CD games
           | consoles, to avoid seeks.
        
             | SergeAx wrote:
             | Is it really possible to control file locations on HDD via
             | Windows NTFS API?
        
               | dontlaugh wrote:
               | No, not at all. But by putting every asset a level (for
               | example) needs in the same file, you can pretty much
               | guarantee you can read it all sequentially without
               | additional seeks.
               | 
               | That does force you to duplicate some assets a lot. It's
               | also more important the slower your seeks are. This
               | technique is perfect for disc media, since it has a fixed
               | physical size (so wasting space on it is irrelevant) and
               | slow seeks.
        
               | viraptor wrote:
               | > by putting every asset a level (for example) needs in
               | the same file, you can pretty much guarantee you can read
               | it all sequentially
               | 
               | I'd love to see it analysed. Specifically, the average
               | number of nonseq jumps vs overall size of the level. I'm
               | sure you could avoid jumps within megabytes. But if
               | someone ever got closer to filling up the disk in the
               | past, the chances of contiguous gigabytes are much lower.
               | This paper effectively says that if you have long files,
               | there's almost guaranteed gaps https://dfrws.org/wp-
               | content/uploads/2021/01/2021_APAC_paper... so at that
               | point, you may be better off preallocating the individual
               | does where eating the cost of switching between them.
        
               | dontlaugh wrote:
               | Sure. I've seen people that do packaging for games
               | measure various techniques for hard disks typical of the
               | time, maybe a decade ago. It was definitely worth it then
               | to duplicate some assets to avoid seeks.
               | 
               | Nowadays? No. Even those with hard disks will have lots
               | more RAM and thus disk cache. And you are even guaranteed
               | SSDs on consoles. I think in general no one tries this
               | technique anymore.
        
               | toast0 wrote:
               | From that paper, table 4, large files had an average # of
               | fragments around 100, but a median of 4 fragments. A
               | handful of fragments for a 1 GB level file is probably a
               | lot less seeking than reading 1 GB of data out of a 20 GB
               | aggregated asset database.
               | 
               | But it also depends on how the assets are organized, you
               | can probably group the level specific assets into a
               | sequential section, and maybe shared assets could be
               | somewhat grouped so related assets are sequential.
        
               | wcoenen wrote:
               | > _But if someone ever got closer to filling up the disk
               | in the past, the chances of contiguous gigabytes are much
               | lower._
               | 
               | By default, Windows automatically defragments filesystems
               | weekly if necessary. It can be configured in the
               | "defragment and optimize drives" dialog.
        
               | pixl97 wrote:
               | Not 'full' de-fragmentation, Microsoft labs did a study
               | and after 64MB slabs of contiguous files you don't gain
               | much so they don't care about getting gigabytes fully
               | defragmented.
               | 
               | https://web.archive.org/web/20100529025623/http://blogs.t
               | ech...
               | 
               | old article on the process
        
               | justsomehnguy wrote:
               | > But if someone ever got closer to filling up the disk
               | in the past, the chances of contiguous gigabytes are much
               | lower
               | 
               | Someone installing a 150GB game sure do have 150GB+ of
               | free space and there would be a lot of continuous free
               | space.
        
               | jayd16 wrote:
               | It's an optimistic optimization so it doesn't really
               | matter if the large blobs get broken up. The idea is that
               | it's still better than 100k small files.
        
               | toast0 wrote:
               | Not really. But when you write a large file at once (like
               | with an installer), you'll tend to get a good amount of
               | sequential allocation (unless your free space is highly
               | fragmented). If you load that large file sequentially,
               | you benefit from drive read ahead and OS read ahead ---
               | when the file is fragmented, the OS will issue
               | speculative reads for the next fragment automatically and
               | hide some of the latency.
               | 
               | If you break it up into smaller files, those are likely
               | to be allocated all over the disk; plus you'll have
               | delays on reading because windows defender makes opening
               | files slow. If you have a single large file that contains
               | all resources, even if that file is mostly sequential,
               | there will be sections that you don't need, and read
               | ahead cache may work against you, as it will tend to read
               | things you don't need.
        
           | pjc50 wrote:
           | Key word is "believed". It doesn't sound like they actually
           | benchmarked.
        
             | wongogue wrote:
             | There is nothing to believe. Random 4K reads for HDD is
             | slow.
        
               | debugnik wrote:
               | I assume asset reads nowadays are much heavier than 4 kB
               | though, specially if assets meant to be loaded together
               | are bundled together in one file. So games now should be
               | spending less time seeking relative to their total read
               | size. Combined with HDD caches and parallel reads, this
               | practice of duplicating over 100 GBs across bundles is
               | most likely a cargo-cult by now.
               | 
               | Which makes me think: Has there been any advances in disk
               | scheduling in the last decade?
        
           | khannn wrote:
           | Who cares? I've installed every graphically intensive game on
           | SSDs since the original OCZ Vertex was released.
        
             | teamonkey wrote:
             | Their concern was that one person in a squad loading on HDD
             | could slow down the level loading for all players in a
             | squad, even if they used a SSD, so they used a very normal
             | and time-tested optimisation technique to prevent that.
        
               | khannn wrote:
               | Their technique makes it so that the normal person with a
               | ~base SSD of 512 GB can't reasonably install the game.
               | Heck of a job Brownie.
        
               | teamonkey wrote:
               | Nonsense. I play it on a 512GB SSD and it's fine.
        
         | breve wrote:
         | They duplicate files to reduce load times. Here's how Arrowhead
         | Game Studios themselves tell it:
         | 
         | https://www.arrowheadgamestudios.com/2025/10/helldivers-2-te...
        
           | imtringued wrote:
           | I don't think this is the real explanation. If they gave the
           | filesystem a list of files to fetch in parallel (async file
           | IO), the concept of "seek time" would become almost
           | meaningless. This optimization will make fetching from both
           | HDDs and SSDs faster. They would be going out of their way to
           | make their product worse for no reason.
        
             | Xss3 wrote:
             | If they fill your harddrive youre less likely to install
             | other games. If you see a huge install size youre less
             | likely to uninstall with plans to reinstall later because
             | thatd take a long time.
        
               | ukd1 wrote:
               | Unfortunately this actually is believable. SMH.
        
             | toast0 wrote:
             | Solid state drives tend to respond well to parallel reads,
             | so it's not so clear. If you're reading one at a time,
             | sequential access is going to be better though.
             | 
             | But for a mechanical drive, you'll get much better
             | throughput on sequential reads than random reads, even with
             | command queuing. I think earlier discussion showed it
             | wasn't very effective in this case and taking 6x the space
             | for a marginal benefit for the small % of users with
             | mechanical drives isn't worth while...
        
               | seg_lol wrote:
               | Every storage medium, including ram, benefits from
               | sequential access. But it doesn't have to be _super_ long
               | sequential access, the seek time, or block open time just
               | needs to be short relative to the next block read.
        
             | extraduder_ire wrote:
             | "97% of the time: premature optimization is the root of all
             | evil."
        
             | pixl97 wrote:
             | >If they gave the filesystem a list of files to fetch in
             | parallel (async file IO)
             | 
             | This does not work if you're doing tons of small IO and you
             | want something fast.
             | 
             | Lets say were on a HDD with 200IOPS and we need to read
             | 3000 small files randomly across the hard drive.
             | 
             | Well, at minimum this is going to take 15's seconds plus
             | any additional seek time.
             | 
             | Now, lets say we zip up those files in a solid archive.
             | You'll read it in half a second. The problem comes in when
             | different levels all need different 3000 files. Then you
             | end deduping a bunch of stuff.
             | 
             | Now, where this typically falls apart for modern game
             | assets is they are getting very large which tends to negate
             | seek times by a lot.
        
               | imtringued wrote:
               | I haven't found any asynchronous IOPS numbers on HDDS
               | anywhere. The internet IOPs are just 1000ms/seek time
               | with a 8ms seek time for moving from the outer to the
               | inner track, which is only really relevant for the
               | synchronous file IO case.
               | 
               | For asynchronous IO you can just do inward/outward passes
               | to amortize the seek time over multiple files.
               | 
               | While it may not have been obvious, I have taken
               | archiving or bundling of assets into a bigger file for
               | granted. The obvious benefit is that the HDD knows that
               | it should store game files continuously. This has nothing
               | to do with file duplication though and is a somewhat
               | irrelevant topic, because it costs nothing and only has
               | benefits.
               | 
               | The asynchronous file IO case for bundled files is even
               | better, since you can just hand over the internal file
               | offsets to the async file IO operations and get all the
               | relevant data in parallel so your only constraint is
               | deciding on an optimal lower bound for the block size,
               | which is high for HDDs and low for SSDs.
        
               | gruez wrote:
               | >I haven't found any asynchronous IOPS numbers on HDDS
               | anywhere. The internet IOPs are just 1000ms/seek time
               | with a 8ms seek time for moving from the outer to the
               | inner track, which is only really relevant for the
               | synchronous file IO case.
               | 
               | >For asynchronous IO you can just do inward/outward
               | passes to amortize the seek time over multiple files.
               | 
               | Here's a random blog post that has benchmarks for a 2015
               | HDD:
               | 
               | https://davemateer.com/2020/04/19/Disk-performance-
               | CrystalDi...
               | 
               | It shows 1.5MB/s for random 4K performance with high
               | queue depth, which works out to just under 400 IOPS. 1
               | queue depth (so synchronous) performance is around a
               | third.
        
               | pixl97 wrote:
               | >I haven't found any asynchronous IOPS numbers on HDDS
               | anywhere.
               | 
               | As the other user stated, just look up Crystal Disk Info
               | results for both HDDs and SSD and you'll see hard drives
               | do about 1/3rd of a MBPs on random file IO while the same
               | hard drive will do 400MBps on a contiguous read. For
               | things like this reading a zip and decompressing in
               | memory is "typically" (again, you have to test this)
               | orders of magnitude faster.
        
             | jayd16 wrote:
             | The technique has the most impact on games running off
             | physical disc.
             | 
             | It's a well known technique but happened to not be useful
             | for their use case.
        
         | crest wrote:
         | The idea is to duplicate assets so loading a "level" is just
         | sequential reading from the file system. It's required on
         | optical media and can be very useful on spinning disks too. On
         | SSDs it's insane. The logic should've been the other way
         | around. Do a speed test on start an offer to "optimise for
         | spinning media" if the performance metrics look like it would
         | help.
         | 
         | If the game was ~20GB instead of ~150GB almost no player with
         | the required CPU+GPU+RAM combination would be forced to put it
         | on a HDD instead of a SSD.
        
           | immibis wrote:
           | This idea of one continuous block per level dates back to the
           | PS1 days.
           | 
           | Hard drives are much, much faster than optical media - on the
           | order of 80 seeks per second and 300 MB/s sequential versus,
           | like, 4 seeks per second and 60 MB/s sequential (for DVD-
           | ROM).
           | 
           | You still want to load sequential blocks as much as possible,
           | but you can afford to have a few. (Assuming a traditional
           | engine design, no megatextures etc) you probably want to load
           | each texture from a separate file, but you can certainly
           | afford to load a block of grass textures, a block of snow
           | textures, etc. Also throughput is 1000x higher than a PS1
           | (300 kB/s) so you can presumably afford to skip parts of your
           | sequential runs.
        
       | Calzifer wrote:
       | I was curious if they optimized the download. Did it download the
       | 'optimized' ~150 GB and wasting a lot of time there or did it
       | download the ~20 GB unique data and duplicated as part of the
       | installation.
       | 
       | I still don't know but found instead an interesting reddit post
       | were users found and analyzed this "waste of space" three month
       | ago.
       | 
       | https://www.reddit.com/r/Helldivers/comments/1mw3qcx/why_the...
       | 
       | PS: just found it. According to this Steam discussion it does not
       | download the duplicate data and back then it only blew up to ~70
       | GB.
       | 
       | https://steamcommunity.com/app/553850/discussions/0/43725019...
        
         | SergeAx wrote:
         | They downloaded 43 GB instead of 152 GB, according to SteamDB:
         | https://steamdb.info/app/553850/depots/ Now it is 20 GB => 21
         | GB.
        
         | maccard wrote:
         | Steam breaks your content into 1MB Chunks and
         | compresses/dedupes them [0]
         | 
         | [0]
         | https://partner.steamgames.com/doc/sdk/uploading#AppStructur...
        
       | tetris11 wrote:
       | I wonder if a certain Amelie-clad repacker noticed the same
       | reduction in their release of the same game.
        
         | squigz wrote:
         | Fitgirl and Anna (of Anna's Archive) are modern day heroes.
        
         | debugnik wrote:
         | Helldivers 2 is an always-online game, you won't find it
         | cracked.
        
           | NullPrefix wrote:
           | such games can only get private servers
        
             | debugnik wrote:
             | Yes, but those are rarely a thing for most live service
             | games. Unless someone is working on a reimplementation of
             | the entire server side, there's no point in offering or
             | downloading pirate copies.
        
       | rawling wrote:
       | https://news.ycombinator.com/item?id=46134178
       | 
       | 282 comments
        
         | HelloUsername wrote:
         | https://news.ycombinator.com/item?id=46123009
        
       | _aavaa_ wrote:
       | My takeaway is that it seems like they did NO benchmarking of
       | their own before choosing to do all that duplication. They only
       | talk about performance tradeoff now that they are removing it.
       | Wild
        
         | maccard wrote:
         | I've been involved in decisions like this that seem stupid and
         | obvious. There's a million different things that could/should
         | be fixed, and unless you're monitoring this proactively you're
         | unlikely to know it hsould be changed.
         | 
         | I'm not an arrowhead employee, but my guess is at some point in
         | the past, they benchmarked it, got a result, and went with it.
         | And that's about all there is to it.
        
           | Xelbair wrote:
           | >These loading time projections were based on industry data -
           | comparing the loading times between SSD and HDD users where
           | data duplication was and was not used. In the worst cases, a
           | 5x difference was reported between instances that used
           | duplication and those that did not. We were being very
           | conservative and doubled that projection again to account for
           | unknown unknowns.
           | 
           | >We now know that, contrary to most games, the majority of
           | the loading time in HELLDIVERS 2 is due to level-generation
           | rather than asset loading. This level generation happens in
           | parallel with loading assets from the disk and so is the main
           | determining factor of the loading time. We now know that this
           | is true even for users with mechanical HDDs.
           | 
           | they did absolutely zero benchmarking beforehand, just went
           | with industry haresay, and decided to double it just in case.
        
             | creshal wrote:
             | "Industry hearsay" in this case was probably Sony telling
             | game devs how awesome the PS5's custom SSD was gonna be,
             | and nobody bothered to check their claims.
        
               | mary-ext wrote:
               | the industry hearsay is about concern of HDD load times
               | tho
        
               | maccard wrote:
               | What are you talking about?
               | 
               | This has nothing to do with consoles, and only affects PC
               | builds of the game
        
               | creshal wrote:
               | HD2 started as playstation exclusive, and was retargeted
               | mid-development for simultaneous release.
               | 
               | So the PS5's SSD architecture was what developers were
               | familiar with when they tried to figure out what changes
               | would be needed to make the game work on PC.
        
               | maccard wrote:
               | I don't really understand your point. You're making a
               | very definitive statement about how the PS5's SSD
               | architecture is responsible for this issue - when the
               | isssue is on a totally different platform, where they
               | have _already_ attempted (poorly, granted) to handle the
               | different architectures.
        
               | Dylan16807 wrote:
               | If what they were familiar with was a good SSD, then they
               | didn't need to do anything. I don't see how anything Sony
               | said about their SSD would have affected things.
               | 
               | Maybe you're saying the hearsay was Sony exaggerating how
               | bad hard drives are? But they didn't really do that, and
               | the devs would already have experience with hard drives.
        
             | maccard wrote:
             | Nowhere in that does it say "we did zero benchmarking and
             | just went with hearsay". Basing things on industry data is
             | solid - looking at the steam hardware surveys if a good way
             | to figure out the variety of hardware used without
             | commissioning your own reports. Tech choices are no
             | different.
             | 
             | Do you benchmark every single decision you make on every
             | system on every project you work on? Do you check that
             | redis operation is actually O(1) or do you rely on hearsay.
             | Do you benchmark every single SQL query, every DTO, the
             | overhead of the DI Framework, connection pooler, json
             | serializer, log formatter? Do you ever rely on your own
             | knowledge without verifying the assumptions? Of course you
             | do - you're human and we have to make some baseline
             | assumptions, and sometimes they're wrong.
        
             | pixl97 wrote:
             | >they did absolutely zero benchmarking beforehand, just
             | went with industry haresay, a
             | 
             | https://en.wikipedia.org/wiki/Wikipedia:Chesterton%27s_fenc
             | e
             | 
             | It was a real issue in the past with hard drives and small
             | media assets. It's still a real issue even with SSDs.
             | HDD/SSD IOPS are still way slower than contiguous reads
             | when you're dealing with a massive amount of files.
             | 
             | At the end of the day it requires testing which requires
             | time at a time you don't have a lot of time.
        
               | imtringued wrote:
               | It's not an issue with asynchronous filesystem IO. Again,
               | async file IO should be the default for game engines. It
               | doesn't take a genius to gather a list of assets to load
               | and then wait for the whole list to finish rather than
               | blocking on every tiny file.
        
               | pixl97 wrote:
               | There are two different things when talking about
               | application behavior versus disk behavior.
               | 
               | >wait for the whole list to finish rather than blocking
               | on every tiny file.
               | 
               | And this is the point. I can make a test that shows
               | exactly what's going on here. Make a random file
               | generator that generates 100,000 4k files. Now, write
               | them on hard drive with other data and things going on at
               | the same time. Now in another run of the program have it
               | generate 100,000 4k files and put them in a zip.
               | 
               | Now, read the set of 100k files from disk and at the same
               | time read the 100k files in a zip....
               | 
               | One finishes in less than a second and one takes anywhere
               | from a few seconds to a few minutes depending on your
               | disk speeds.
        
               | the_af wrote:
               | This is not a good invokation of Chesterton's Fence.
               | 
               | The Fence is a parable about understanding something that
               | already exists before asking to remove it. If you cannot
               | explain why it exists, you shouldn't ask to remove it.
               | 
               | In this case, it wasn't something that already existed in
               | their game. It was something that they read, then
               | followed (without truly understanding whether it applied
               | to their game), and upon re-testing some time later,
               | realized it wasn't needed and caused detrimental side-
               | effects. So it's not Chesterton's Fence.
               | 
               | You could argue they followed a videogame industry
               | practice to make a new product, which is reasonable. They
               | just didn't question or test their assumptions that they
               | were within the parameters of said industry practice.
               | 
               | I don't think it's a terrible sin, mind you. We all take
               | shortcuts sometimes.
        
             | FieryMechanic wrote:
             | They made a decision based on existing data. This isn't
             | unreasonable as you are pretending, especially as PC
             | hardware can be quite diverse.
             | 
             | You will be surprised what some people are playing games
             | on. e.g. I know people that still use Windows 7 on a AMD
             | BullDozer rig. Atypical for sure, but not unheard of.
        
               | red-iron-pine wrote:
               | i believe it. hell i'm in F500 companies and virtually
               | all of them had some legacy XP / Server 2000 / ancient
               | Solaris box in there.
               | 
               | old stuff is common, and doubly so for a lot of the
               | world, which ain't rich and ain't rockin new hardware
        
               | FieryMechanic wrote:
               | My PC now is 6 years old and I have no intention of
               | upgrading it soon. My laptop is like 8 years old and it
               | is fine for what I use it for. My monitors are like 10-12
               | years old (they are early 4k monitors) and they are still
               | good enough. I am primarily using Linux now and the
               | machine will probably last me to 2030 if not longer.
               | 
               | Pretending that this is an outrageous decision when the
               | data and the commonly assumed wisdom was that there were
               | still a lot of people using HDDs.
               | 
               | They've since rectified this particular issue and there
               | seems to be more criticism of the company after fixing an
               | issue.
        
           | alias_neo wrote:
           | They admitted to testing nothing, they just [googled it].
           | 
           | To be fair, the massive install size was probably the least
           | of the problems with the game, it's performance has been
           | atrocious, and when they released for xbox, the update that
           | came with it broke the game entirely for me and was
           | unplayable for a few weeks until they released another
           | update.
           | 
           | In their defense, they seem to have been listening to players
           | and have been slowly but steadily improving things.
           | 
           | Playing Helldivers 2 is a social thing for me where I get
           | together online with some close friends and family a few
           | times a month and we play some helldivers and have a chat,
           | aside from that period where I couldn't play because it was
           | broken, it's been a pretty good experience playing it on
           | Linux; even better since I switched from nvidia to AMD just
           | over a week ago.
           | 
           | I'm glad they reduced the install size and saved me ~130GB,
           | and I only had to download about another 20GB to do it.
        
           | seg_lol wrote:
           | Performance profiling should be built into the engine and
           | turned on at all times. Then this telemetry could be streamed
           | into a system that tracks it across all builds, down to a
           | specific scene. It should be possible to click a link on the
           | telemetry server and start the game at that exact point.
        
             | maccard wrote:
             | How would that help them diagnose a code path that wasn't
             | ever being run (loading non duplicated assets on HDDs)?
        
         | esrauch wrote:
         | It's very easy to accidentally get misleading benchmarking
         | results in 100 different ways, I wouldn't assume they did no
         | benchmarking when they did the duplication.
        
         | Hikikomori wrote:
         | They used industry data to make the decision first to avoid
         | potential multi minute load times for 10% or do of their
         | players, hard to test all kinds of pc configurations. Now they
         | have telemetry showing that it doesn't matter because another
         | parallel task takes about as much time anyway.
        
           | whywhywhywhy wrote:
           | Maybe it's changed a lot statistically in the last few years
           | but for long time PC gamers used to have the mantra of small
           | SSD for the OS and large HDD for games if they're price
           | conscious so I could see that being assumed to be much more
           | normal during development.
        
             | Dylan16807 wrote:
             | It's a shameful tragedy of the commons if you bloat your
             | game 6x because you think your customers don't have enough
             | SSD space for their active games.
        
           | justsomehnguy wrote:
           | So they premature optimized for a wrong case.
           | 
           | > multi minute load times
           | 
           | 23Gb / 100mb / 60s = 3.92m
           | 
           | So in the worst case when everything is loaded at once (how
           | on a system with < 32Gb RAM?) it takes 4 minutes.
           | 
           | Considering GTA whatever version could sit for 15 minutes at
           | the loading screen because nobody bothered to check why -
           | _the industry_ could really say not to bother.
        
           | _aavaa_ wrote:
           | But they did NOT know it would lead to multi-minute load
           | time. They did not measure a baseline.
           | 
           | Instead they did blindly did _extra_ work and 6x'ed the
           | storage requirement.
        
         | djmips wrote:
         | A tale as old as time. Making decisions without actually
         | profiling before, during and after implementing.
        
         | Xelbair wrote:
         | worse, in their post they basically said:
         | 
         | >we looked at industry standard values and decided to double
         | them just in case.
        
           | functionmouse wrote:
           | Some kind of evil, dark counterpart to Moore's law in the
           | making
        
           | red-iron-pine wrote:
           | this is one of the best selling games in history, and is
           | emently popular across the globe.
           | 
           | it had no serious or glaring impact to their bottom line.
           | 
           | thus it was the right call, and if they didn't bother to fix
           | it they'd still be rolling in $$$$
        
             | ycombinatrix wrote:
             | All companies should also defraud & rug pull their
             | customers.
             | 
             | It will make them a lot of money and is thus the right
             | call. Who cares about customers am I right? They'd still be
             | rolling in $$$$.
        
         | wongarsu wrote:
         | It's pretty standard to do that duplication for games on CD/DVD
         | because seek times are so long. It probably just got carried
         | over as the "obviously correct" way of doing things, since HDDs
         | are like DVDs if you squint a bit
        
           | jayd16 wrote:
           | The game does ship on disc for console, no?
        
             | Teknoman117 wrote:
             | The current generation of consoles can't play games
             | directly off the disk. They have to be installed to local
             | storage first.
        
           | Arrath wrote:
           | I had assumed the practice started to die off when installing
           | games became dominant over streaming from the disc even on
           | consoles. Seems I was wrong!
        
         | Hendrikto wrote:
         | > our worst case projections did not come to pass. These
         | loading time projections were based on industry data -
         | comparing the loading times between SSD and HDD users where
         | data duplication was and was not used. In the worst cases, a 5x
         | difference was reported between instances that used duplication
         | and those that did not. We were being very conservative and
         | doubled that projection again to account for unknown unknowns.
         | 
         | They basically just made the numbers up. Wild.
        
           | rjzzleep wrote:
           | On the flip side I don't remember who did it, but basically
           | extracting textures on disk fixed all the performance issues
           | UE5 has on some benchmarks(sorry for being vague, but I can't
           | find the source material right now). But their assumption is
           | in fact a sound one.
        
             | Normal_gaussian wrote:
             | Yes. Its quite common for games to have mods that repack
             | textures or significantly tweak the UE5 config at the
             | moment - and its very common to see users using it when it
             | doesn't actually affect their use cases.
             | 
             | As an aside, I do enjoy the modding community naming over
             | multiple iterations of mods - "better loading" -> "better
             | better loading" -> "best loading" -> "simplified loading"
             | -> "x's simplified loading" -> "y's simplified loading" ->
             | "z's better simplified loading". Where 'better' is often
             | some undisclosed metric based on some untested assumptions.
        
           | fullstop wrote:
           | It's like the story of a young couple cooking their first
           | Christmas ham.
           | 
           | The wife cuts the end off of the ham before putting it in the
           | oven. The husband, unwise in the ways of cooking, asks her
           | why she does this.
           | 
           | "I don't know", says the wife, "I did it because my mom did
           | it."
           | 
           | So they call the mom. It turns out that _her_ mother did it,
           | so she did too.
           | 
           | The three of them call the grandma and ask "Why did you cut
           | the end off of the ham before cooking it?"
           | 
           | The grandma laughs and says "I cut it off because my pan was
           | too small!"
        
             | chrisweekly wrote:
             | Haha, cargo cult strikes again!
        
               | 01HNNWZ0MV43FF wrote:
               | For today's 10,000: https://www.righto.com/2025/01/its-
               | time-to-abandon-cargo-cul...
               | 
               | > The pop-culture cargo cult description, however, takes
               | features of some cargo cults (the occasional runway) and
               | combines this with movie scenes to yield an inaccurate
               | and fictionalized dscription. It may be hard to believe
               | that the description of cargo cults that you see on the
               | internet is mostly wrong, but in the remainder of this
               | article, I will explain this in detail.
        
             | bombcar wrote:
             | It's the corollary to Chesterton's Fence - don't remove it
             | until you know why it's there, _but also_ investigate why
             | it 's there.
        
         | Pannoniae wrote:
         | The good old "studios don't play their own games" strikes again
         | :P
         | 
         | Games would be much better if all people making them were
         | forced to spend a few days each month playing the game on
         | middle-of-the-road hardware. That will quickly teach them the
         | value of fixing stuff like this and optimising the game in
         | general.
        
           | Forgeties79 wrote:
           | They could have been lying I guess but I listened to a great
           | podcast about the development of Helldivers 2 (I think it was
           | gamemakers notebook) and one thing that was constantly
           | brought up was as they iterated they forced a huge chunk of
           | the team to sit down and play it. That's how things like
           | diving from a little bit too high ended up with you
           | faceplanting and rag-dolling, tripping when jet packing over
           | a boulder that you get a little too close to, etc. They found
           | that making it comically realistic in some areas led to more
           | unexpected/emergent gameplay that was way more entertaining.
           | Turrets and such not caring if you're in the line of fire was
           | brought up I believe.
           | 
           | That's how we wound up with this game where your friends are
           | as much of a liability as your enemies.
        
           | whizzter wrote:
           | People literally play the games they work on all the time,
           | it's more or less what most do.
           | 
           | Pay 2000$ for indie games so studios could grow up without
           | being beholden to shareholders and we could perhaps get that
           | "perfect" QA,etc.
           | 
           | It's a fucking market economy and people aren't making pong
           | level games that can be simply tuned, you really get what you
           | pay for.
        
           | maccard wrote:
           | I've worked in games for close to 15 years, and every studio
           | I've worked on we've played the game very regularly. My
           | current team every person plays the game at least once a
           | week, and more often as we get closer to builds.
           | 
           | In my last project, the gameplay team played every single
           | day.
           | 
           | > Games would be much better if all people making them were
           | forced to spend a few days each month playing the game on
           | middle-of-the-road hardware
           | 
           | How would playing on middle of the road hardware have caught
           | this? The fix to this was to benchmark the load time on the
           | absolute bottom end of hardware, with and without the
           | duplicated logic. Which you'd only do once you have a
           | suspicion that it's going to be faster if you change it...
        
         | whizzter wrote:
         | It's an valid issue, those of us who worked back in the day on
         | GD/DVD,etc games really ran into bad loading walls if we didn't
         | duplicate data for straight streaming.
         | 
         | Data-sizes has continued to grow and HDD-seek times haven't
         | gotten better due to physics (even if streaming probably has
         | kept up), the assumption isn't too bad considering history.
         | 
         | It's a good that they actually revisited it _when they had
         | time_ because launching a game, especially a multiplayer one,
         | will run into a lot of breaking bugs and this (while a big one,
         | pun intended) is still by most classifications a lower priority
         | issue.
        
         | dwroberts wrote:
         | It seems plausible to me that this strategy was a holdover from
         | the first game, which shipped for PS4 and XBO
         | 
         | I don't know about the Xbox, but on PS4 the hard drive was
         | definitely not fast at all
        
         | jayd16 wrote:
         | You can't bench your finished game before it exists and you
         | don't really want to rock the boat late in dev, either.
         | 
         | It was a fundamentally sound default that they revisited. Then
         | they blogged about the relatively surprising difference it
         | happen to make in their particular game. As it turns out the
         | loading is CPU bound anyway, so while the setting is doing it's
         | job, in the context of the final game, it happens to not be the
         | bottle neck.
         | 
         | There's also the movement away from HDD and disc drives in the
         | player base to make that the case as well.
        
       | everdrive wrote:
       | I love Helldivers 2, but from what I can tell it's a bunch of
       | enthusiasts using a relatively broken engine to try to do cool
       | stuff. It almost reminds me of the first pokemon game. I'll bet
       | there's all sorts of stuff they get wrong from a strictly
       | technical standpoint. I love the game so much I see this more as
       | a charming quirk than I do something which really deserves
       | criticism. The team never really expected their game to be as
       | popular as it's become, and I think we're still inheriting flaws
       | from the surprise interest in the game. (some of this plays out
       | in the tug of war between the dev team's hopes for a realistic
       | grunt fantasy vs. and the player base's horde power fantasy.)
        
         | rincebrain wrote:
         | A lot of things suddenly made sense when I learned their prior
         | work was Magicka.
        
           | brainzap wrote:
           | oh no
        
           | jfindper wrote:
           | I never played Magicka, but the reviews seem fine (76%
           | GameRankings, 74/100 Metacritic, 8/10 EuroGamer, etc.)
           | 
           | Was it a bad game? Or jankey? What parts of Helldivers are
           | "making sense" now?
        
             | darthcircuit wrote:
             | Not op, but magicka is a pretty fun game.
             | 
             | You cast spells in a similar way as calling in strategems
             | in hd2.
             | 
             | The spell system was super neat. There's several different
             | elements (fire, air, water, earth, electricity, ice, ands
             | maybe something else. It's been a while since I played).
             | Each element can be used on its own or is combinable.
             | Different combinations would cast different spells.
             | Fire+water makes steam for instance. Ice + air is a focused
             | blizzard, etc.
             | 
             | there's hundreds to learn and that's your main weapon in
             | the game. There's even a spell you can cast that will
             | randomly kick someone you're playing with out of the game.
             | 
             | It's great fun with friends, but can be annoying to play
             | sometimes. If you try it, go with kb/m. It supports
             | controller, but is way more difficult to build the spells.
        
               | finalarbiter wrote:
               | > maybe something else
               | 
               | Water, Life, Arcane, Shield, Lightning, Cold, Fire, and
               | Earth. [0] It's worth noting that, though you can combine
               | most of the elements to form new spells (and with
               | compounding effects, for example wetting or steaming an
               | enemy enhances lightning damage), you cannot typically
               | combine opposites like lightning/ground, which will
               | instead cancel out. Killed myself many times trying to
               | cast lightning spells while sopping wet.
               | 
               | In my experience, though, nobody used the element names--
               | my friends and I just referred to them by their keybinds.
               | QFASA, anyone?
               | 
               | [0] https://magicka.fandom.com/wiki/Elements
        
               | jamesgeck0 wrote:
               | This is the most Helldivers 2 part for me. Spells being
               | intentionally tricky to execute, combined with accidental
               | element interactions and "friendly fire."
        
           | moritonal wrote:
           | Oh my, I loved that game! It's wild everyone's throwing shade
           | at Helldivers whilst ignoring that it was an massive success
           | because of how fun it is. I've said it before, Dev's are
           | really bad at understanding the art of making Fun
           | experiences.
        
           | SpaceManNabs wrote:
           | Is that a negative? All of the "negative" things listed make
           | me think that they are really cool and trying to learn stuff
           | and challenge things.
        
           | Zarathruster wrote:
           | Yeah the "Crash to Desktop" comedy spell wasn't added to the
           | game for no good reason.
           | 
           | I do credit their sense of humor about it though.
        
         | delichon wrote:
         | Thank you for your service in keeping the galaxy safe for
         | managed democracy.
        
         | chamomeal wrote:
         | The game is often broken but they've nailed the physics-ey feel
         | so hard that it's a defining feature of the game.
         | 
         | When an orbital precision strike reflects off the hull of a
         | factory strider and kills your friend, or eagle one splatters a
         | gunship, or you get ragdolled for like 150m down a huge hill
         | and then a devastator kills you with an impassionate stomp.
         | 
         | Those moments elevate the game and make it so memorable and
         | replayable. It feels like something whacky and new is around
         | every corner. Playing on PS5 I've been blessed with hardly any
         | game-breaking bugs or performance issues, but my PC friends
         | have definitely been frustrated at times
        
           | whalesalad wrote:
           | It's such a janky game. Definitely feels like it was built
           | using the wrong tool for the job. Movement will get stuck on
           | the most basic things. Climbing and moving over obstacles is
           | always a yucky feeling.
        
           | speeder wrote:
           | All other games from the same studio have the same features.
           | 
           | In fact, the whole point of their games is that they are coop
           | games where is easy to accidentally kill your allies in
           | hilarious manners. It is the reason for example why to cast
           | stratagems you use complex key sequences, it is intentional
           | so that you can make mistake and cast the wrong thing.
        
             | heftig wrote:
             | The only wrong thing I've been throwing is the SOS Beacon
             | instead of a Reinforce, which is just annoying, and not
             | just once. It makes the game public if it was friends-only
             | and gives it priority in the quick play queue. So that
             | can't be it.
             | 
             | The dialing adds friction to tense situations, which is
             | okay as a mechanic.
        
             | aftbit wrote:
             | It's actually a really nice spell casting system. It lets
             | you have a ton of different spells with only 4 buttons. It
             | rewards memorizing the most useful (like reinforce). It
             | gives a way for things like the squid disruptor fields or
             | whatever they're called to mess with your muscle memory
             | while still allowing spells. It would be way less
             | interesting if it was just using spell slots like so many
             | other games.
        
           | rimunroe wrote:
           | I think it has the best explosions in any game I've played
           | too. They're so dang punchy. Combined with their atmospheric
           | effects (fog and dust and whatnot) frantic firefights with
           | bots look fantastic.
        
         | philistine wrote:
         | You put the nail on the head with the first Pokemon, but
         | Helldivers 2 is an order of magnitude smaller in the amateur-
         | to-success ratio.
         | 
         | Game Freak could not finish the project, so they had to be
         | bailed by Nintendo with an easy-to-program game so the company
         | could get some much needed cash (the Yoshi puzzle game on NES).
         | Then years later, with no end to the game in sight, Game Freak
         | had to stoop to contracting Creatures inc. to finish the game.
         | Since they had no cash, Creatures inc. was paid with a portion
         | of the Pokemon franchise.
         | 
         | Pokemon was a shit show of epic proportions. If it had been an
         | SNES game it would have been canceled and Game Freak would have
         | closed. The low development cost of Game Boy and the long life
         | of the console made Pokemon possible.
        
         | heftig wrote:
         | The game logic is also weird. It seems like they started with
         | at attempt at a realistic combat simulator which then had lots
         | of unrealistic mechanics added on top in an attempt to wrangle
         | it into an enjoyable game.
         | 
         | As an example for overly realistic physics, projectile damage
         | is affected by projectile velocity, which is affected by weapon
         | velocity. IIRC, at some point whether you were able to destroy
         | some target in two shots of a Quasar Cannon or three shots
         | depended on if you were walking backwards while you were
         | firing, or not.
        
           | embedding-shape wrote:
           | > depended on if you were walking backwards while you were
           | firing
           | 
           | That sounds like a bug, not an intentional game design choice
           | about the game logic, and definitely unrelated to realism vs
           | not realism. Having either of those as goals would lead to
           | "yeah, bullet velocity goes up when you go backwards" being
           | an intentional mechanic.
        
             | heftig wrote:
             | To be clear, walking backwards (away from the target)
             | reduced your bullet velocity relative to the target,
             | reducing the damage you were doing and leading to you
             | needing more shots.
        
               | embedding-shape wrote:
               | And to be extra clear, either way, neither options makes
               | me believe it was an intentional design choice.
        
               | thunderfork wrote:
               | Systems-driven gameplay is an intentional design choice
               | all unto itself
        
         | FieryMechanic wrote:
         | A lot of people in the comments here don't seem to understand
         | that it is a relatively small game company with an outdated
         | engine. I am a lot more forgiving of smaller organisations when
         | they make mistakes.
         | 
         | The game has semi-regular patches where they seem to fix some
         | things and break others.
         | 
         | The game has a lot of hidden mechanics that isn't obvious from
         | the tutorial e.g. many weapons have different fire modes, fire
         | rates and stealth is an option in the game. The game has a
         | decent community and people friendly for the most part, it also
         | has the "feature" of being able to be played for about 20-40
         | minutes and you can just put it down again for a bit and come
         | back.
        
           | heftig wrote:
           | The bad tutorial at least has some narrative justification.
           | It's just a filter for people who are already useful as shock
           | troops with minimal training.
        
             | FieryMechanic wrote:
             | I also think that the tutorial would be tedious if it went
             | through too much of the mechanics. They show you the
             | basics, the rest you pick up through trial and error.
        
               | red-iron-pine wrote:
               | aye. give me the 3 minute tutorial, not the 37 minute
               | tutorial.
               | 
               | i want to play the game, like now, and i'll read the
               | forums after i figure out that i'm missing something
               | imporant
        
             | banannaise wrote:
             | Not only does the bad tutorial have an in-universe
             | justification; the ways in which it is bad are actually
             | significant to the worldbuilding in multiple ways.
             | 
             | The missing information also encourages positive
             | interactions among the community - newer players are
             | expected to be missing lots of key information, so teaching
             | them is a natural and encouraged element of gameplay.
             | 
             | I stopped playing the game awhile ago, but the tutorial
             | always struck me as really clever.
        
           | 123malware321 wrote:
           | considering it still cost 40$ for a 2 year old game, i think
           | they are way beyond the excuse of small team low budget
           | trying to make cool stuff. They have receive shit tons of
           | money and are way to late trying to optimise the game. When
           | it came out it ran so pisspoor i shelved it for a long time.
           | Trying it recently its only marginally better. its really
           | poorly optimised, and blaming old tech is nonsense.
           | 
           | People make much more smooth and complex experiences in old
           | engines.
           | 
           | You need to know your engine as a dev and dont cross its
           | limits at the costs of user-experiences and then blame your
           | tools....
           | 
           | The whole story about more data making load times better is
           | utter rubbish. Its a sign of pisspoor resource management and
           | usage. For the game they have, they should have realized a
           | 130GB install is unacceptable. It's not like they have very
           | elaborate environments. A lot of similar textures and
           | structures everywhere.. its not like its some huge unique
           | world like The Witcher or such games...
           | 
           | There is an astronomical amount of information available for
           | free on how to optimise game engines, loads of books,
           | articles, courses.
           | 
           | How much money do you think they have made so far?
           | 
           | "Arrowhead Game Studios' revenue saw a massive surge due to
           | Helldivers 2, reporting around $100 million in turnover and
           | $76 million in profit for the year leading up to mid-2025,
           | significantly increasing its valuation and attracting a
           | 15.75% investment from Tencent"
           | 
           | 75 million in profit but can't figure out how to optimise a
           | game engine. get out.
        
             | shadowgovt wrote:
             | It costs $40 for a 2-year-old game because the market is
             | bearing $40 for a 2-year-old game.
             | 
             | If anything, it's a testament to how good a job they've
             | done making the game.
        
               | aftbit wrote:
               | The most recent Battlefield released at $80. Arc Raiders
               | released at $40 with a $20 deluxe edition upgrade. I
               | think $40 for a game like Helldivers 2 is totally fair.
               | It's a fun game, worth at least 4 to 8 hours of playtime.
        
               | debugnik wrote:
               | > worth at least 4 to 8 hours of playtime.
               | 
               | Is that supposed to be praise?
        
               | entropie wrote:
               | Its also wrong. With 10 hours of helldivers 2 you havent
               | seen much of the game at all.
               | 
               | I played it a bit after release and have 230 hours. I
               | liked the game and it was worth my money.
        
               | aftbit wrote:
               | Yeah, I meant "at least" 4-8 hours. Even if you get bored
               | and give up after that, you've gotten your money's worth,
               | in my opinion.
               | 
               | I have almost 270 hours in Helldivers 2 myself. Like any
               | multiplayer game, it can expand to fill whatever amount
               | of time you want to dedicate to it, and there's always
               | something new to learn or try.
        
               | everdrive wrote:
               | It's a comment about cost-to-hourly-entertainment. eg: if
               | in the general sense you're spending $5-$10 per hour of
               | entertainment you're doing at least OK. I understand that
               | a lot of books and video games can far exceed this, but
               | it's just a general metric and a bit of a low bar to
               | clear. (I have a LOT more hours into the game so from my
               | perspective my $40 has paid quite well.)
        
               | aftbit wrote:
               | Ah sorry, I thought "at least" would carry this
               | statement. I've played Helldivers for more than 250 hours
               | personally.
               | 
               | For some reason, though, I tend to compare everything to
               | movie theater tickets. In my head (though it's not true
               | anymore), a movie ticket costs $8 and gives me 1 hour of
               | entertainment. Thus anything that gives me more than 1
               | hour per $8 is a good deal.
               | 
               | $40 / 4 => $10/hr
               | 
               | $40 / 8 => $5/hr
               | 
               | Thus, I think Helldivers is a good deal for entertainment
               | even if you only play it for under 10 hours.
        
             | the_af wrote:
             | What does the age of the game in years have to do with
             | anything?
             | 
             | A fun game is a fun game.
        
             | FieryMechanic wrote:
             | Compared to the bigger gaming studios they are small. In
             | fact they are not that much larger than the company I work
             | for (not a game studio).
             | 
             | The fact it is un-optimised can be forgiven because the
             | game has plenty of other positives so people like myself
             | are willing to look over them.
             | 
             | I've got a few hundred hours in the game (I play for maybe
             | an hour in the evening) and for PS35 it was well worth the
             | money.
        
         | embedding-shape wrote:
         | This would make sense if it was a studio without experience,
         | and without any external help, but their publisher is Sony
         | Interactive Entertainment, which also provides development help
         | when needed, especially optimizations and especially for PS
         | hardware. SIE seems to have been deeply involved with
         | Helldivers 2, doubling the budget and doubling the total
         | development time. Obviously it was a good choice by SIE, it
         | paid off, and of course there is always 100s of more important
         | tasks to do before launching a game, but your comment reads
         | like these sort of problems were to be expected because the
         | team started out small and inexperienced or something.
        
           | everdrive wrote:
           | >but your comment reads like these sort of problems were to
           | be expected because the team started out small and
           | inexperienced or something.
           | 
           | More or less nothing is optimized these days, and game prices
           | and budgets have gone through the roof. Compared to the other
           | games available these days (combined with how fun the game
           | is) I definitely give HD2 a big pass on a lot of stuff. I'm
           | honestly skeptical of Sony's involvement being a benefit, but
           | that's mostly due to my experience regarding their attempts
           | to stuff a PSN ID requirement into HD2 as well as their
           | general handling of their IPs. (Horizon Zero Dawn is not only
           | terrible, but they seem to try to force interest with a new
           | remake on a monthly basis.)
        
             | embedding-shape wrote:
             | > More or less nothing is optimized these days
             | 
             | Not true, lots of games are optimized, but it's one of
             | those tasks that almost no one notices when you do it
             | great, but everyone notices when it's missing, so it's
             | really hard to tell by just consuming ("playing") games.
             | 
             | > I'm honestly skeptical of Sony's involvement being a
             | benefit
             | 
             | I'm not, SIE have amazing engineers, probably the best in
             | the industry, and if you have access to those kind of
             | resources, you use it. Meanwhile, I agree that executives
             | at Sony sometimes have no clue, but that doesn't mean SIE
             | helping you with development suddenly has a negative impact
             | on you.
        
               | everdrive wrote:
               | >Not true, lots of games are optimized,
               | 
               | I don't mean this is a counter-argument -- I'm really
               | interested. What are some good examples of very recent
               | optimized games?
        
               | embedding-shape wrote:
               | BF6 comes to mind, out of newly released games. Arc
               | Raiders too, seems to have avoided the heap of criticism
               | because of performance, meaning it is probably optimized
               | enough so people don't notice issues. Dyson Sphere
               | Program (yet to be released) is a bit older, and indie,
               | but very well optimized.
        
               | everdrive wrote:
               | Thanks for the list -- now that you mention it, I recall
               | being quite surprised to learn that Arc Raiders was not
               | only an UE5 game but would also run nicely on my PC. (I
               | haven't played it, but a friend asked me to consider it)
               | Now that you mention it as well, I think I recall the BF6
               | folks talking specifically about not cramming too many
               | graphical techniques into their games so that people
               | could actually play the game.
               | 
               | Thanks for the list!
        
               | embedding-shape wrote:
               | > I recall being quite surprised to learn that Arc
               | Raiders was not only an UE5 game but would also run
               | nicely on my PC
               | 
               | Yeah, Unreal Engine (5 almost specifically) is another
               | example of things that are unoptimized by default, very
               | easy to notice, but once you work on it, it becomes
               | invisible and it's not that people suddenly cheer, you
               | just don't hear complaints about it.
               | 
               | It's also one of those platforms where there is a ton of
               | help available from Epic if you really want it, so you
               | can tune the defaults BEFORE you launch your game, but
               | hardly anyone seemingly does that, and then both
               | developers and users blame the engine, instead of blaming
               | the people releasing the game. It's a weird affair all
               | around :)
        
           | shadowgovt wrote:
           | Sony also published No Man's Sky.
           | 
           | I'm not sure having the support of Sony is that gold-standard
           | imprint that people think it is.
        
             | embedding-shape wrote:
             | No Man's Sky didn't have technical issues at launch though,
             | it ran fine for what is was. The problem with NMS was that
             | people were told it would be a completely different
             | experience compared to what it ended up being (at launch).
        
       | dnrvs wrote:
       | too many arm chair game devs who think they know better in this
       | thread
        
         | lordnikon001 wrote:
         | I think what irks people is the number one rule of optimization
         | is to always measure
         | 
         | You never assume something is an optimization or needed and
         | never do hypothetical optimizations
         | 
         | I can see why it would happen in this case though, gamedev is
         | chaotic and you're often really pressed for time
        
           | forrestthewoods wrote:
           | WebDevs who have build systems that take ten minutes and
           | download tens of megabytes of JS and have hundreds of
           | milliseconds of lag are sooooooooooooo not allowed to
           | complain about game devs ever.
        
             | Dylan16807 wrote:
             | Oh, at first I thought you were talking about websites
             | doing that and I was going to say "sure, those people can't
             | complain, but the rest of us can".
             | 
             | Then I realized you said build systems and eh, whatever.
             | It's not _good_ for build systems to be bloated, but it
             | matters a _lot_ less than the end product being bloated.
             | 
             | And you seem to be complaining about the people that are
             | dealing with these build systems themselves, not inflicting
             | them on other people? Why don't they get to complain?
        
               | forrestthewoods wrote:
               | Download bloat is net less impactful than build time
               | bloat imho. Game download and install size bloat is bad.
               | But is a _mostly_ one time cost. Build time bloat doesn't
               | directly impact users, but iteration time is GodKing so
               | bad build times indirectly hurt consumers.
               | 
               | But that's all beside the point. What I was really doing
               | was criticizing the <waves hands wildly> HN commenters.
               | HN posters are mostly webdevs because most modern
               | programmers are webdevs. And while I won't say the file
               | bloat here wasn't silly, I wonder stand for game dev
               | slander from devs that commit faaaaaaaaaaaaaar greater
               | sins.
        
         | ycombinatrix wrote:
         | "Don't 6x your game's install size for no measurable benefit to
         | users"
         | 
         | Wow! It looks like I do indeed know better.
        
       | renewiltord wrote:
       | Pretty cool. I think it's completely normal to be under a crunch
       | and just go with some standard practices under normal conditions.
       | Cool that they went back and sorted it out afterwards!
       | 
       | I've got to say. I do find it somewhat unusual that despite the
       | fact that every HN engineer has John Carmack level focus on
       | craftsmanship, about 1/100k here produce that kind of outcome.
       | 
       | I don't get it. All of you guys are good at pointing out how to
       | do good engineering. Why don't you make good things?
        
       | mort96 wrote:
       | The negativity towards this is wild. A company followed
       | relatively widely accepted industry practice (lots and lots of
       | other games also have huge sizes on disk for the exact same
       | reason), then eventually they decided to do their own independent
       | testing to check whether said common practice actually makes
       | things better or not in their case, found that it didn't, so they
       | reversed it. In addition, they wrote up some nice technical
       | articles on the topic, helping to change the old accepted
       | industry wisdom.
       | 
       | This seems great to me. Am I crazy? This feels like it should be
       | Hacker News's bread and butter, articles about "we moved away
       | from Kubernetes/microservices/node.js/serverless/React because we
       | did our own investigation and found that the upsides aren't worth
       | the downsides" tend to do really well here. How is this received
       | so differently?
        
         | scsh wrote:
         | It's because shitting on game devs is the trendy thing these
         | days, even among more technically inclined crowds
         | unfortunately. It seems like there's a general unwillingness to
         | accept that game development is hard and you can't just wave
         | the magic "optimize" wand at everything when your large project
         | is also a world of edge cases. But it seems like it should be
         | that simple according to all the armchair game devs on the
         | internet.
        
           | taeric wrote:
           | There has long been a trend that "software engineers" and
           | "computer scientists" both have been rather uninterested in
           | learning the strategies that gaming developers use.
           | 
           | Really, the different factions in software development are a
           | fascinating topic to explore. Add embedded to the discussion,
           | and you could probably start fights in ways that flat out
           | don't make sense.
        
           | buildbot wrote:
           | The level of work that goes into even "small" games is pretty
           | incredible. When I was a grad student another student was
           | doing their (thesis based, research focused) masters while
           | working at EA on a streetfighter(?) game.
           | 
           | The game programming was actually just as research focused
           | and involved as the actual research. They were trying to
           | figure out how to get the lowest latency and consistency for
           | impact sounds.
        
           | embedding-shape wrote:
           | Meh, the same is true for almost every discussion on the
           | internet, everyone is an expert armchair for whatever subject
           | you come across, and when you ask them about their experience
           | it boils down to "I read lots of Wikipedia articles".
           | 
           | I mean I agree with you, that it is trendy and seemingly
           | easy, to shit on other people's work, and at this point it
           | seems to be a challenge people take up upon themselves, to
           | criticise something in the most flowery and graphic way as
           | possible, hoping to score those sweet internet points.
           | 
           | Since maybe 6-7 years I stopped reading reviews and opinions
           | about newly launched games completely, the internet audience
           | (and reviewers) are just so far off base compared to my own
           | perspective and experience that it have become less than
           | useless, it's just noise at this point.
        
           | jeffwask wrote:
           | For me it's not so much about shitting on game devs as it is
           | about shitting on the ogres that run game companies. Any of
           | us who have done development should understand we have little
           | control over scope and often want to do more than the
           | business allows us to.
        
             | scsh wrote:
             | That is completely ok in my opinion. It's just most
             | discourse I come across treats the developers as complete
             | amateurs who don't know what they're doing. As someone
             | who's a professional dev myself I just can't get behind
             | bashing the people doing the actual work when I know we're
             | all dealing with the same business realities, regardless of
             | industry.
        
           | red-iron-pine wrote:
           | the engineers disease: "i'm smarter than you and I need to
           | prove it, and we're so smart we wouldn't have shipped this
           | code in the first place" bla bla bla
           | 
           | also keep in mind that modern gaming generates more revenue
           | than the movie industry, so it's in the interests of several
           | different parties to denigrate or undermine any competing
           | achievement -- "Bots Rule Every Thing Around Me"
        
         | MattGaiser wrote:
         | Probably because many are purists. It is like how anything
         | about improving Electron devolves into "you shouldn't use
         | Electron."
         | 
         | Many would consider this a bare minimum rather than something
         | worthy of praise.
        
           | mschuster91 wrote:
           | > Probably because many are purists. It is like how anything
           | about improving Electron devolves into "you shouldn't use
           | Electron."
           | 
           | The Electron debate isn't about details purism, the Electron
           | debate is about the foundation being a pile of steaming dung.
           | 
           | Electron is fine for prototyping, don't get me wrong. It's an
           | easy and fast way to ship an application, cross-platform,
           | with minimal effort and use (almost) all features a native
           | app can, without things like CORS, permission popups, browser
           | extensions or god knows what else getting in your way.
           | 
           | But it should always be a prototype and eventually be shifted
           | to native applications because in the end, unlike Internet
           | Explorer in its heyday which you could trivially embed as
           | ActiveX and it wouldn't lead to resource gobbling, if you now
           | have _ten_ apps consuming 1GB RAM each just for the Electron
           | base to run, now the user runs out of memory because it 's
           | like PHP - nothing is shared.
        
             | jauntywundrkind wrote:
             | Or these devs & users can migrate to a PWA. Which will have
             | vastly less overhead. Because it is shared, because each of
             | those 10 apps you mention would be (or could be, if they
             | have ok data architecture) tiny.
        
               | mschuster91 wrote:
               | > Or these devs & users can migrate to a PWA
               | 
               | PWAs have the problem that for every interaction with the
               | "real world" they need browser approval. While that is
               | for a good reason, it also messes with the expectations
               | of the user, and some stuff such as unrestricted access
               | to the file system isn't available to web apps _at all_.
        
             | saratogacx wrote:
             | Removing layers is hard though, better to have electron
             | host a WASM application which will become a new "native"
             | that gets argued semantically.
        
             | zamadatix wrote:
             | Each person seems to have their own bugbear about Electron
             | but I really doubt improving Electron to have shared
             | instances a la WebView2 would make the much of a dent in
             | the hate for it here.
        
         | Night_Thastus wrote:
         | It would be one thing if it was a 20% increase in space usage,
         | or if the whole game was smaller to start with, or if they had
         | actually checked to see how much it assisted HDD users.
         | 
         | But over 6x the size with so little benefit for such a small
         | segment of the players is very frustrating. Why wasn't this
         | caught earlier? Why didn't anyone test? Why didn't anyone weigh
         | the pros and cons?
         | 
         | It's kind of exemplary of HD2's technical state in general -
         | which is a mix of poor performance and bugs. There was a period
         | where almost every other mission became impossible to complete
         | because it was bugged.
         | 
         | The negativity is frustration boiling over from years of a bad
         | technical state for the game.
         | 
         | I do appreciate them making the right choice now though, of
         | course.
        
           | colechristensen wrote:
           | >But over 6x the size with so little benefit for such a small
           | segment of the players is very frustrating. Why wasn't this
           | caught earlier? Why didn't anyone test? Why didn't anyone
           | weigh the pros and cons?
           | 
           | Have you never worked in an organization that made software?
           | 
           | Damn near everything can be 10x as fast and using 1/10th the
           | resources if someone bothered to take the time to find the
           | optimizations. RARE is it that something is even in the same
           | order of magnitude as its optimum implementation.
        
             | ozgrakkurt wrote:
             | This is not a reason for accepting it imo
        
               | mywittyname wrote:
               | Optimization takes up time, and often it takes up the
               | time of an expert.
               | 
               | Given that, people need to accept higher costs, longer
               | development times, or reduced scope if they want better
               | optimized games.
               | 
               | But what is worse, is just trying to optimize software is
               | not the same as successfully optimizing it. So time and
               | money spent on optimization might yield no results
               | because there might not be anymore efficiency to be
               | gained, the person doing the work lacks the technical
               | skill, the gains are part of a tradeoff that cannot be
               | justified, or the person doing the work can't make a
               | change (i.e., a 3rd party library is the problem).
               | 
               | The lack of technical skill is a big one, IMO. I'm
               | personally terrible at optimizing code, but I'm pretty
               | good at building functional software in a short amount of
               | time. We have a person on our team who is really good at
               | it and sometimes he'll come in after me to optimize work
               | that I've done. But he'll spend several multiples of the
               | time I took making it work and hammering out edge cases.
               | Sometimes the savings is worth it.
        
               | kappaking wrote:
               | > Given that, people need to accept higher costs, longer
               | development times, or reduced scope if they want better
               | optimized games.
               | 
               | God why can't it just be longer development time. I'm
               | sick of the premature fetuses of games.
        
               | Cyphusx wrote:
               | The trade off they're talking about is to arrive at the
               | same end product.
               | 
               | The reason games are typically released as "fetuses" is
               | because it reduces the financial risk. Much like any
               | product, you want to get it to market as soon as is
               | sensible in order to see if it's worth continuing to
               | spend time and money on it.
        
               | mort96 wrote:
               | And this really shouldn't surprise professionals in an
               | industry where everything's always about development
               | velocity and releasing Minimum Viable Products as quickly
               | into the market as possible.
        
               | maccard wrote:
               | > God why can't it just be longer development time.
               | 
               | Where do you stop? What do the 5 tech designers do while
               | the 2 engine programmers optimise every last byte of
               | network traffic?
               | 
               | > I'm sick of the premature fetuses of games.
               | 
               | Come on, keep this sort of crap off here. Games being
               | janky isn't new - look at old console games and they're
               | basically duct taped together. Go back to Half-life 1 in
               | 1998 - the Xen world is complete and utter trash. Go back
               | farther and you have stuff that's literally unplayable
               | [0], or things that were so bad they literally destroyed
               | an entire industry [1], or rendered the game
               | uncompleteable [2].
               | 
               | [0] https://en.wikipedia.org/wiki/Dr._Jekyll_and_Mr._Hyde
               | _(video... [1]
               | https://www.theguardian.com/film/2015/jan/30/a-golden-
               | shinin... [2] https://www.reddit.com/r/gamecollecting/com
               | ments/hv63ad/comm...
        
               | colechristensen wrote:
               | Super Mario 64, widely recognized as one of the most
               | iconic influential games ever... was released with a
               | build that didn't have the compiler optimizations turned
               | on. They proved this by decompiling it and with the exact
               | right compiler and tools recompiling it with the non-
               | optimized arguments. Recompiling with the optimizations
               | turned on resulted in no problems and significant
               | performance boosts.
               | 
               | One of the highest rated games ever released without devs
               | turning on the "make it faster" button which would have
               | required approximately zero effort and had zero
               | downsides.
               | 
               | This kind of stuff happens because the end result A vs. B
               | doesn't make that much of a difference.
               | 
               | And it's very hard to have a culture of quality that
               | doesn't get overrun by zealots who will bankrupt you
               | while they squeeze the last 0.001% of performance out of
               | your product before releasing. It is _very_ had to have a
               | culture of quality that _does_ the important things and
               | _doesn 't do_ the unimportant ones.
               | 
               | The people who obsess with quality go bankrupt and the
               | people who obsess with releasing make money. So that's
               | what we get.
               | 
               | A very fine ability for evaluating quality mixed with
               | pragmatic choice for what and when to spend time on it is
               | rare.
        
             | zamadatix wrote:
             | I think what makes this a bit different from the usual
             | "time/value tradeoff" discussion is bloating the size by
             | 6x-7x was the result of unnecessary work in the name of
             | optimization instead of lack of cycles to spend on
             | optimization.
        
               | mort96 wrote:
               | Eh probably not, it's probably handled by some automated
               | system when making release builds of the game. Sure,
               | implementing that initially was probably some work (or
               | maybe it was just checking a checkbox in some tool), but
               | there's probably not much manual work involved anymore to
               | keep it going.
               | 
               | Reverting it now though, when the game is out there on a
               | million systems, requires significant investigation to
               | ensure they're not making things significantly worse for
               | anyone, plus a lot of testing to make sure it doesn't
               | outright break stuff.
        
             | thaumasiotes wrote:
             | But this isn't an optimization. The 150+GB size is the
             | "optimization", one that never actually helped with
             | anything. The whole news here is "Helldivers 2 stopped
             | intentionally screwing its customers".
             | 
             | I don't see why it's a surprise that people react
             | "negatively", in the sense of being mad that (a) Helldivers
             | 2 was intentionally screwing the customers before, and (b)
             | everyone else is still doing it.
        
           | teamonkey wrote:
           | It was a choice, not an oversight. They actively optimised
           | for HDD users, because they believed that failing to do so
           | could impact load times for both SSD and HDD users. There was
           | no speed penalty in doing so for SSD users, just a disk usage
           | penalty.
           | 
           | Helldivers II was also much smaller at launch than it is now.
           | It was almost certainly a good choice at launch.
        
             | mort96 wrote:
             | You make a million decisions in the beginning of every
             | project. I'm certain they made the choice to do this
             | "optimization" at an early point (or even incidentally
             | copied the choice over from an earlier project) at a stage
             | where the disk footprint was small (a game being 7GB when
             | it could've been 1GB doesn't exactly set off alarm bells).
             | 
             | Then they just didn't reconsider the choice until, well,
             | now.
        
               | teamonkey wrote:
               | Even at the end of development it's a sensible choice.
               | It's the default strategy for catering to machines with
               | slow disk access. The risk of some players experiencing
               | slow load times is catastrophic at launch. In absence of
               | solid user data, it's a fine assumption to make.
        
               | XorNot wrote:
               | The first impression matters is the thing. This was John
               | Carmacks idea on how to sell interlacing to smartphone
               | display makers for VR: the upsell he had was that there's
               | one very important moment when a consumer sees a new
               | phone: they pick it up, open something and flick it and
               | that scroll effect better be a silky smooth 60 FPS or
               | more or there's trouble. (His argument was making that
               | better would be a side effect of what he really wanted).
        
         | eurekin wrote:
         | The negativity wasn't created in a vacuum. ArrowHead has a long
         | track record of technical mishaps and a proven history of
         | erasing all evidence about those issues, without ever trying to
         | acknowledge them. Reddits, Discord and YouTube comment section
         | are heavily moderated. I suspect there's might be a 3rd party
         | involved in this, which doesn't forward any technical issues,
         | if the complaint involves any sign of frustration. Even the
         | relation with their so called "Propaganda Commanders" (official
         | moniker for their youtube partner channels) has been
         | significantly strained in two cases, for trivialities.
         | 
         | It took Sony's intervention to actually pull back the game into
         | playable state once - resulting in the so called 60 day patch.
         | 
         | Somehow random modders were able to fix some of the most
         | egregiously ignored issues (like an enemy type making no sound)
         | quickly and effectively. ArrowHead ignored, then denied, then
         | used the "gamers bad" tactic, banned people pointing it out.
         | After long time, finally fixing it and trying to bury it in the
         | patch notes too.
         | 
         | They also have been caught straight up lying about changes,
         | most recent one was: "Apparently we didn't touch the Coyote",
         | where they simply buffed enemies resistance to fire,
         | effectively nerfing the gun.
        
           | sigmoid10 wrote:
           | Sony nearly killed all good will the game had accrued when
           | they tried to use the massive player base as an opportunity
           | to force people into their worthless ecosystem. I don't think
           | Sony even has the capability to make good technical decisions
           | here, they are just the publisher. It was always Arrowhead
           | trying to keep up with their massive success that they
           | clearly weren't prepared for at all. In the beginning they
           | simply listened to some very vocal players' complaints, which
           | turned out to not be what the majority actually wanted.
           | Player driven development is hardly ever good for a game.
        
             | eurekin wrote:
             | So, players wanting:
             | 
             | - To their PC not reboot and BSOD (was a case few months
             | ago)
             | 
             | - Be able to actually finish a mission (game still crashes
             | a lot just after extraction, it's still rare for the full
             | team to survive 3 missions in a row)
             | 
             | - Be able to use weapon customisation (the game crashed,
             | when you navigated to the page with custom paints)
             | 
             | - Continue to run, even when anybody else from the team was
             | stimming (yes, any person in the team stimming caused
             | others to slow down)
             | 
             | - Actually be able to hear one of the biggest enemies in
             | the game
             | 
             | - To not issue stim/reload/weapon change multiple times,
             | for them just to work (it's still normal to press stim 6
             | times in some cases, before it activates, without any real
             | reason)
             | 
             | - Be able to use chat, when in the vehicle (this would
             | result in using your primary weapon)
             | 
             | - Be able to finish drill type mission (this bugs out a lot
             | still)
             | 
             | - Not be attacked by enemies that faze through buildings
             | 
             | - Not be attacked by bullets passing through terrain,
             | despite the player bullets being stopped there
             | 
             | are just vocal player's complaints? A lot of those bugs
             | went totally unaddressed for months. Some keep coming back
             | in regressions. Some just are still ongoing. This is only a
             | short list of things I came across, while casually playing.
             | It's a rare sight to have a full OP without an issue (even
             | mission hardlocks still).
             | 
             | About Sony - I specifically referred the Shams Jorjani's
             | (CEO of ArrowHead) explanation to Hermen Hulst (the head of
             | PlayStation Studios) why the review score collapsed to 19%,
             | among other issues.
        
               | FieryMechanic wrote:
               | As someone with 700 hours in the game, I've played the
               | game both on Windows and Linux.
               | 
               | A lot of issues are to do with the fact that the game
               | seems to corrupt itself. If I have issues (usually
               | performance related), I do a steam integrity check and I
               | have zero issues afterwards. BTW, I've had to do this on
               | several games now, so this isn't something that is unique
               | to HellDivers. My hardware is good BTW, I check in
               | various utils and the drives are "ok" as far as I can
               | tell.
               | 
               | > - To their PC not reboot and BSOD (was a case few
               | months ago)
               | 
               | This was hyped up by a few big YouTubers. The BSODs was
               | because their PCs were broken. One literally had a burn
               | mark on their processor (a known issue with some
               | boards/processor combos) and the BSODs went away when
               | they replaced their processor. This tells me that there
               | was something wrong with their PC and any game would have
               | caused a BSOD.
               | 
               | So I am extremely sceptical of any claims of BSODs
               | because of a game. What almost _is_ always the case is
               | that the OS or the hardware is at issue and playing a
               | game will trigger the issue.
               | 
               | If you are experiencing BSODs I would make sure your
               | hardware and OS are actually good, because they are
               | probably not. BTW I haven't a BSOD in Windows for about a
               | decade because I don't buy crap hardware.
               | 
               | > - Be able to actually finish a mission (game still
               | crashes a lot just after extraction, it's still rare for
               | the full team to survive 3 missions in a row)
               | 
               | False. A few months ago I played it for an entire day and
               | the game was fine. Last week I played it a good portion
               | of Saturday night. I'm in several large HellDivers
               | focused Discord servers and I've not heard a lot of
               | people complaining about it. Maybe 6 months ago or a year
               | ago this was the case, but not now.
               | 
               | > Be able to use weapon customisation (the game crashed,
               | when you navigated to the page with custom paints)
               | 
               | This happened for like about a week for some people and I
               | personally didn't experience this.
               | 
               | > To not issue stim/reload/weapon change multiple times,
               | for them just to work (it's still normal to press stim 6
               | times in some cases, before it activates, without any
               | real reason)
               | 
               | I've not experience this. Not heard anyone complain about
               | this and I am in like 4 different HellDivers focus'd
               | discord servers
               | 
               | > Not be attacked by enemies that faze through buildings
               | 
               | This can be annoying, but it happens like once in a
               | while. It isn't the end of the world.
        
               | gfaster wrote:
               | > So I am extremely sceptical of any claims of BSODs
               | because of a game.
               | 
               | Generally speaking, I am too. That is unless there is
               | kernel-level anticheat. In that case I believe it's fair
               | to disregard all other epistemological processes and
               | blame BSODs on the game out of principle
        
               | eurekin wrote:
               | I had them and I keep observing this strange tendency to
               | wipe that particular issue out of existence
        
               | FieryMechanic wrote:
               | > In that case I believe it's fair to disregard all other
               | epistemological processes and blame BSODs on the game out
               | of principle
               | 
               | I am sorry but that is asinine and unscientific. You
               | should blame BSODs on what is causing them. I don't like
               | kernel anti-cheat but I will blame the actual cause of
               | the issues, not assign blame on things which I don't
               | approve of.
               | 
               | I am a long time Linux user and many of the people
               | complaining about BSODs on Windows had a broken the OS in
               | one way or another. Some were running weird stuff like
               | 3rd party shell extensions that modify core DLLs, or they
               | had installed every POS shovelware/shareware crap. That
               | isn't Microsoft's fault if you start running an
               | unsupported configuration of the OS.
               | 
               | Similarly. The YouTubers that were most vocal about
               | HellDivers problems did basically no proper investigation
               | other than saying "look it crashed", when it was quite
               | clearly their broken hardware that was the issue. As
               | previously stated their CPU had a burn mark on one of the
               | pins, some AM5 had faults that caused this IIRC. So
               | everything indicated hardware failure being the cause of
               | the BSOD. They still blamed the game, probably because it
               | got them more watch time.
               | 
               | During the same time period when people were complaining
               | about BSODs, I didn't experience one. I was running the
               | same build of the game as them and playing on the same
               | difficulty and sometimes recording it via OBS (just like
               | they were). What I didn't have was a AM5 motherboard, I
               | have and older AM4 motherboard which doesn't have these
               | problems.
        
               | gfaster wrote:
               | > that is asinine and unscientific
               | 
               | Well, yes. I did say something to that effect. Blaming
               | BSODs on invasive anti-cheat out of principle is a
               | political position, not a scientific one.
               | 
               | > During the same time period when people were
               | complaining about BSODs, I didn't experience one. I was
               | running the same build of the game as them and playing on
               | the same difficulty and sometimes recording it via OBS
               | (just like they were). What I didn't have was a AM5
               | motherboard, I have and older AM4 motherboard which
               | doesn't have these problems.
               | 
               | I understand what you're saying here, but anyone who does
               | a substantial amount of systems programming could tell
               | you that hardware-dependent behavior is evidence for a
               | hardware problem, but does not necessarily rule out a
               | software bug that only manifests on certain hardware. For
               | example, newer hardware could expose a data race because
               | one path is much faster. Alternatively, a subroutine
               | implemented with new instructions could be incorrect.
               | 
               | Regardless, I don't doubt that this issue with Helldivers
               | 2 was caused by (or at least surfaced by) certain
               | hardware, but that does not change that given such an
               | issue, I would presume the culprit is kernel anticheat
               | until presented strong evidence to the contrary.
        
               | eurekin wrote:
               | > - To their PC not reboot and BSOD (was a case few
               | months ago)
               | 
               | I was just about to replace my gpu (4090 at that!), I had
               | them 3 times a session. I did sink a lot of hours to
               | debug that (replaced cables, switched PSUs between
               | desktops) and just gave up. After few weeks, lo and
               | behold, a patch comes out and it all disappears.
               | 
               | A lot of people just repeat hearsay about the game
        
               | eurekin wrote:
               | > > - Be able to actually finish a mission (game still
               | crashes a lot just after extraction, it's still rare for
               | the full team to survive 3 missions in a row)
               | 
               | > False. A few months ago I played it for an entire day
               | and the game was fine. Last week I played it a good
               | portion of Saturday night. I'm in several large
               | HellDivers focused Discord servers and I've not heard a
               | lot of people complaining about it. Maybe 6 months ago or
               | a year ago this was the case, but not now.
               | 
               | I specifically mean the exact time, right after the
               | pelican starts to fly. I keep seeing "<player> left" or
               | "disconnected". Some come back and I have a habit of
               | asking: "Crash?", they respond with "yeah"
        
               | FieryMechanic wrote:
               | If that is happening, they need to do a Steam Integrity
               | check. I understand the game is buggy, but it isn't that
               | buggy.
        
               | XorNot wrote:
               | It's basically an Internet fable at this point that
               | there's "a game that physically damages your hardware".
               | 
               | The answer to every such claim is just: no. But it's
               | click bait gold to the brain damage outrage YouTuber
               | brigade.
               | 
               | Accidentally using a ton of resources might e reveal
               | weaknesses, but it is absolutely not any software vendors
               | problem that 100% load might reveal your thermal paste
               | application sucked or Nvidia is skimping on cable load
               | balancing.
        
               | FieryMechanic wrote:
               | This was pretty much my take as well. I have an older
               | CPU, Motherboard and GPU combo before the newer GPU power
               | cables that obviously weren't tested properly and I have
               | no problems with stability.
               | 
               | These guys are running an intensive game on the highest
               | difficulty, while streaming and they probably have a
               | bunch of browser windows and other software running
               | background. Any weakness in the system is going to be
               | revealed.
               | 
               | I had performance issues during that time and I had to
               | restart game every 5 matches. But it takes like a minute
               | to restart the game.
        
               | eurekin wrote:
               | Trust me, I'm a software developer with more than two
               | decades of experience. Have been dabbling in hardware
               | since the Amiga 500 era. "I have that specific set of
               | skills" that allows me to narrow down a class of issues
               | pretty well - just a lot of component switching in a
               | binary divide and conquer fashion across hardware.
               | 
               | The issue is 1) actually exaggarated in the community,
               | but not without actual substance 2) getting disregarded
               | exactly because of exaggarations. It was a very real
               | thing.
               | 
               | I also happen to have a multi gpu workstation that works
               | flawlessly too
        
         | zamadatix wrote:
         | Arrowhead probably deserves more love for breaking the norm but
         | I think it's overshadowed by people finding out for the first
         | time the reason HDDs are so common in gaming setups is
         | companies have been blindly shaving a few seconds off HDD load
         | time off at the cost of 7x the disk space.
         | 
         | If it had been more well known this was the cause of game bloat
         | before then this probably would have been better received.
         | Still, Arrowhead deserves more credit both for testing and
         | breaking the norm as well as making it a popular topic.
        
           | abtinf wrote:
           | Part of what makes this outrageous is that the install size
           | itself is probably a significant part of the reason to
           | install the game on an HDD.
           | 
           | 154GB vs 23GB can trivially make the difference of whether
           | the game can be installed on a nice NVMe drive.
           | 
           | Is there a name for the solution to a problem (make size big
           | to help when installed on HDD) in fact being the cause of the
           | problem (game installed on HDD because big) in the first
           | place?
        
             | consp wrote:
             | Can any games these days be reliably ran on hdd's with max
             | 200mb/s throughout (at best)? Or does everyone get a coffee
             | and some cookies when a new zone loads? Even with this
             | reduction that will take a while.
             | 
             | I thought all required ssd's now for "normal" gameplay.
        
               | kbolino wrote:
               | Until you get to super-high-res textures and the like,
               | the throughput isn't nearly as important as the latency.
               | 
               | At 200 MB/s the way hard drives usually measure it,
               | you're able to read up to 390,625 512-byte blocks in 1
               | second, or to put it another way, a block that's
               | immediately available under the head can be read in 2.56
               | microseconds. On the other hand, at 7200 RPM, it takes up
               | to 8.33 _milli_ seconds to wait for the platter to spin
               | around and reach a random block on the same track. Even
               | if these were the only constraints, sequentially
               | arranging data you know you'll need to have available at
               | the same time cuts latency by a factor of about 3000.
               | 
               | It's much harder to find precise information about the
               | speed of the head arm, but it also usually takes several
               | milliseconds to move from the innermost track to the
               | outermost track or vice versa. In the worst case, this
               | would double the random seek time, since the platter has
               | to spin around again because the head wasn't in position
               | yet. Also, since hard drives are so large nowadays, the
               | file system allocators actually tend to avoid
               | fragmentation upfront, leading to _generally_ having few
               | fragments for large files (YMMV).
               | 
               | So, the latency on a hard drive can be tolerable when
               | optimized for.
        
               | wtallis wrote:
               | > On the other hand, at 7200 RPM, it takes up to 138
               | microseconds to wait for the platter to spin around and
               | reach a random block on the same track.
               | 
               | You did the math for 7200 rotations per second, not 7200
               | rotations per minute = 120 rotations per second.
               | 
               | In gaming terms, you get at most one or two disk reads
               | per frame, which effectively means _everything_ has to be
               | carefully prefetched well in advance of being needed.
               | Whereas on a decade-old SATA SSD you get at least
               | _dozens_ of random reads per frame.
        
               | kbolino wrote:
               | Fixed!
        
             | jayd16 wrote:
             | "Self fulfilling prophecy" perhaps?
        
           | nopurpose wrote:
           | My immediate question is that if all of that was on-disk data
           | duplication, why did it affected download size? Can't small
           | download be expanded into optimal layout on the client side?
        
             | ahartmetz wrote:
             | Sure it can - it would need either special pre- and
             | postprocessing or lrzip ("long range zip") to do it
             | automatically. lrzip should be better known, it often finds
             | significant redundancy in huge archives like VM images.
        
             | braiamp wrote:
             | It didn't. They downloaded 43 GB instead of 152 GB,
             | according to SteamDB:
             | https://steamdb.info/app/553850/depots/ Now it is 20 GB =>
             | 21 GB. Steam is pretty good at deduplicating data in
             | transit from their servers. They are not idiots that will
             | let developers/publishers eat their downstream connection
             | with duplicated data.
             | 
             | https://partner.steamgames.com/doc/sdk/uploading#AppStructu
             | r...
        
             | ender341341 wrote:
             | depending on how the data duplication is actually done
             | (like texture atlasing the actual bits can be very
             | different after image compression) it can be much harder to
             | do rote bit level deduplication. They could potentially
             | ship the code to generate all of those locally, but then
             | they have to deal with a lot of extra rights/contracts to
             | do so (proprietary codecs/tooling is super, super common in
             | gamedev), and
             | 
             | Also largely cause devs/publishers honestly just don't
             | really think about it, they've been doing it as long as
             | optical media has been prevalent (early/mid 90s) and for
             | the last few years devs have actually been taking a look
             | and realizing it doesn't make as much sense as it used to,
             | especially if like in this case the majority of the time is
             | spent on runtime generation of, or if they require a 2080
             | as minimum specs whats the point of optimizing for 1 low
             | end component if most people running it are on high end
             | systems.
             | 
             | Hitman recently (4 years ago) did a similar massive file
             | shrink and mentioned many of the same things.
        
         | somat wrote:
         | At one point, I think it was TitanFall2, the pc port of a game
         | deliberately converted it's audio to uncompressed wav files in
         | order to inflate the install size, They said it was for
         | performance but the theory was to make it more inconvenient for
         | pirates to distribute.
         | 
         | When the details of exactly why the game was so large came out,
         | many people felt this was a sort of customer betrayal, The
         | publisher was burning a large part of the volume of your
         | precious high speed sdd for a feature that added nothing to the
         | game.
         | 
         | People probably feel the same about this, why were they so
         | disrespectful of our space and bandwidth in the first place?
         | But I agree it is very nice that they wrote up the details in
         | this instance.
        
           | ryandrake wrote:
           | > When the details of exactly why the game was so large came
           | out, many people felt this was a sort of customer betrayal,
           | The publisher was burning a large part of the volume of your
           | precious high speed sdd for a feature that added nothing to
           | the game.
           | 
           | Software developers of all kinds (not just game publishers)
           | have a long and rich history of treating their users' compute
           | resources as expendable. "Oh, users can just get more memory,
           | it's cheap!" "Oh, xxxGB is such a small hard drive these
           | days, users can get a bigger one!" "Oh, most users have
           | Pentiums by now, we can drop 486 support!" Over and over
           | we've seen companies choose to throw their users under the
           | bus so that they can cheap out on optimizing their product.
        
             | mghackerlady wrote:
             | Maybe that'll start to change since ram is the new gold and
             | who knows what the AI bubble will eat next
        
           | recursive wrote:
           | I remember seeing warez game releases in the late 90s that
           | had custom packaging to de-compress sound effects that were
           | stored uncompressed in the original installer.
           | 
           | It seems no one takes pride in their piracy anymore.
        
           | maccard wrote:
           | > They said it was for performance but the theory was to make
           | it more inconvenient for pirates to distribute.
           | 
           | This doesn't even pass the sniff test. The files would just
           | be compressed for distribution and decompressed on download.
           | Pirated games are well known for having "custom" installers.
        
             | ycombinatrix wrote:
             | >The files would just be compressed for distribution and
             | decompressed on download
             | 
             | All Steam downloads are automatically compressed. It's also
             | irrelevant. The point is that playback of uncompressed
             | audio is indeed cheaper than playback of compressed audio.
        
               | duskwuff wrote:
               | > The point is that playback of uncompressed audio is
               | indeed cheaper than playback of compressed audio.
               | 
               | Even when Titanfall 2 was released in 2016, I don't think
               | that was meaningfully the case. Audio compression formats
               | have been tuned heavily for efficient playback.
        
               | nearbuy wrote:
               | Uncompressed audio is typically used for sound effects,
               | while music is compressed. Latency is the primary
               | benefit. Uncompressed audio will play immediately while
               | an mp3 will have a few frames delay. Sounds like gunshots
               | or footsteps are typically short files anyway, so the
               | increased memory usage isn't that painful.
               | 
               | Games also can stack many sounds, so even if the decoding
               | cost is negligible when playing a single sound, it'll be
               | greater if you have 32 sounds playing at once.
        
           | snet0 wrote:
           | This is conspiratorial nonsense.
        
           | ycombinatrix wrote:
           | Wasn't that Titanfall 1? I remember Titanfall 2 having a much
           | smaller installation size.
        
         | reactordev wrote:
         | The negativity comes from the zero effort they put into this
         | prior to launch. Forcing people to download gigs of data that
         | was unnecessary.
         | 
         | Game studio's no longer care how big their games are if steam
         | will still take them. This is a huge problem. GTA5 was
         | notorious for loading json again, and again, and again during
         | loading and it was just a mess. Same for HD2, game engines have
         | the ability to only pack what is used but its still up to the
         | developers to make sure their assets are _reusable_ as to cut
         | down on size.
         | 
         | This is why Star Citizen has been in development for 15 years.
         | They couldn't optimize early and were building models and
         | assets like it's for film. Not low poly game assets but super
         | high poly film assets.
         | 
         | The anger here is real. The anger here is justified. I'm sick
         | of having to download 100gb+ simply because a studio is too
         | lazy and just packed up everything they made into a bundle.
        
           | bluedino wrote:
           | > They couldn't optimize early and were building models and
           | assets like it's for film. Not low poly game assets but super
           | high poly film assets.
           | 
           | Reminds me of the Crack.com interview with Jonathan Clark:
           | 
           |  _Adding to the difficulty of the task, our artist had no
           | experience in the field. I remember in a particular level we
           | wanted to have a dungeon. A certain artist begin by creating
           | a single brick, then duplicating it several thousand times
           | and building a wall out of the bricks. He kept complaining
           | that his machine was too slow when he tried to render it.
           | Needless to say this is not the best way to model a brick
           | wall._
           | 
           | https://web.archive.org/web/20160125143707/http://www.loonyg.
           | ..
        
             | reactordev wrote:
             | this is very very common as there's only a handful of
             | school that teach this. Displacement mapping with a single
             | poly is the answer. Game dev focused schools have this but
             | any other visual media school it's "build a brick, array
             | the brick 10,000 times".
        
           | fyrabanks wrote:
           | There were 20 people working on this game when they started
           | development. Total. I think they expanded to a little over
           | 100. This isn't some huge game studio that has time to do
           | optimization.
           | 
           | GTA5 had well over 1000 people on its team.
        
             | reactordev wrote:
             | Size of team has no bearing in this argument. Saying they
             | were small so they get a pass at preventing obscene
             | download sizes is like saying "Napster was created by one
             | man, surely he shouldn't be accountable" but he was.
             | 
             | When making a game, once you have something playable, is to
             | figure out how to package it. This is included in that
             | effort. Determining which assets to compress, package, and
             | ship. Sometimes this is done by the engine. Sometimes this
             | is done by the art director.
        
               | WheatMillington wrote:
               | Amount of resources absolutely has a bearing on how
               | resources can be allocated.
        
               | reactordev wrote:
               | This isn't a resourcing issue. It's a lack of knowledge
               | and skipped a step issue.
               | 
               | When I did this. My small team took a whole sprint to
               | make sure that assets were packed. That tilemaps were
               | made. That audio files were present and we did an audit
               | to make sure nothing extra was packaged on disk. Today,
               | because of digital stores and just releasing zip files,
               | no one cares what they ship and often you can see it if
               | you investigate the files of any Unity or Unreal engine
               | game. Just throw it all over the fence.
        
             | onli wrote:
             | Not sure GTA 5 is the right example to list here. Remember
             | https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-
             | times.... At least for a while they didn't optimize at all.
        
         | Krasnol wrote:
         | I feel like negativity has become Hacker News's bread and
         | butter.
        
         | vict7 wrote:
         | Many players perceive Arrowhead as a pretty incompetent and
         | untrustworthy developer. Helldivers has suffered numerous
         | issues with both performance and balancing. The bugs constantly
         | introduced into the game (not the fun kind you get to shoot
         | with a gun) have eroded a lot of trust and good will towards
         | the company and point towards a largely non-existent QA
         | process.
         | 
         | I won't state my own personal views here, but for those that
         | share the above perspective, there is little benefit of the
         | doubt they'll extend towards Arrowhead.
        
         | nearbuy wrote:
         | This is a mischaracterization of the optimization. This isn't a
         | standard optimization that games apply everywhere. It's an
         | optimization for spinning disks that some games apply
         | sometimes. They're expected to measure if the benefits are
         | worth the cost. (To be clear, _bundling_ assets is standard.
         | Duplicating at this level is not.)
         | 
         | This doesn't advance accepted industry wisdom because:
         | 
         | 1. The trade-off is very particular to the individual game.
         | Their loading was CPU-bound rather than IO-bound so the
         | optimization didn't make much difference for HDDs. This is
         | already industry wisdom. The amount of duplication was also
         | very high in their game.
         | 
         | 2. This optimization was already on its way out as SSDs take
         | over and none of the current gen consoles use HDDs.
         | 
         | I'm not mad at Arrowhead or trying to paint them negatively.
         | Every game has many bugs and mishaps like this. I appreciate
         | the write-up.
        
       | ok_coo wrote:
       | I'm glad they've been able to do this, looks like a huge
       | improvement for HD2 on PC.
       | 
       | I've been on PS5 since launch and aside from Baldur's Gate 3,
       | it's been the best game this gen IMO.
       | 
       | The negativity I see towards the game (especially on Youtube) is
       | weird. Some of the critiques seem legit but a lot of feels like
       | rage bait, which appears to be a lot of YT videos around gaming
       | lately.
       | 
       | Anyway, a big improvement for a great game. Seems like less of an
       | incentive now to uninstall if you only play now and then.
       | 
       | iO
        
       | doener wrote:
       | [dupe] https://news.ycombinator.com/item?id=46134178
        
       | sergiotapia wrote:
       | If this article was exciting for you, I also highly recommend
       | this one. A random dude fixed a bug in GTA 5 that was the root
       | cause of it loading insanely slowly since the game came out!
       | 
       | https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times...
        
       | roflchoppa wrote:
       | Do HDDs make up that much of the gaming market segment?
        
       | forrestthewoods wrote:
       | Moral of the Story: don't roll out a fix like this all at once.
       | Do it over 6 months over several patches. Keep finding "new
       | improvements".
       | 
       | Just don't get caught at the end!
        
       | tlonny wrote:
       | If this is somewhat common for games, could one create a virtual
       | fs with FUSE that dedupes using via content-defined chunking and
       | install games there?
       | 
       | I feel like writes would probably be quite painful, but with game
       | assets are essentially write-once read-forever so not the end of
       | the world?
       | 
       | As an aside, its messed up that people with expensive SSDs are
       | unnecessarily paying this storage tax. Just feels lazy...
        
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