this post was submitted on 21 Jan 2025
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[–] frayedpickles@lemmy.cafe 12 points 1 day ago (4 children)

This is how I felt with bg3. Like I know there's a lot of little assets for every bookshelf and basket type you have to click on incessantly, but...150GB for a third person isometric? Is every book ready for rendering at 8k or something?

[–] pyre@lemmy.world 10 points 1 day ago

it's a game with an insane amount of dialog and narration, with branching stories. that's a lot of audio. people underestimate how much voice acting adds to the size.

also this is not a old-school isometric game with prerendered assets converted to 2d backgrounds and sprites; it's fully 3d, and it uses closeup angles for dialog and cut scenes so the textures should be geared towards that while regular isometric games can get away with lower textures because they keep the camera distant from the assets at all times.

[–] Rinn@awful.systems 23 points 1 day ago* (last edited 1 day ago) (1 children)

It's not isometric though, the camera can be controlled, zoomed in/out/rotated, and it has a full 3d world. And it's huuuuge. Don't get me wrong, I don't think any game should be that large, but BG3 has at least some justification for it.

[–] Blackmist@feddit.uk 2 points 1 day ago

I don't even think the world is that big. There's just a lot in it.

I did try to google the size of the map, but got a horseshit AI slop answer that wasn't based on any kind of reality.

[–] Blackmist@feddit.uk 12 points 1 day ago

I think it's probably the gargantuan amounts of super hi definition audio that do BG3.

[–] Venicon@lemmy.world 7 points 1 day ago (1 children)

Is it maybe voice files etc for all the potential branching storylines and conversations that can happen? It's such a spiderweb of branching storylines that I'd imagine it can take up a fair whack but I genuinely dont know jack shit, just spitballing.

[–] pyre@lemmy.world 3 points 1 day ago

it definitely is significant. that game has insane amounts of voice work and voice audio takes a lot of space. it used to be a huge problem with physical media