Gavin’s already told you that the next-gen Call of Duty clocks in at just shy of 50Gb on the PlayStation 4 – which is nearly the entirety of a single sided, single layer Blu-ray. Killzone: Shadow Fall is similarly large, clocking in at just under 40Gb. Only it could have been bigger.
Speaking to Eurogamer, Guerrilla Game’s technical director, Michiel van der Leeuw revealed that the game once clocked in at 290Gb.
”I think at some point the disc image that we were generating was around 180 gigs. And if we would have put all the levels in, which we didn’t, because then the disc image generator broke, it would have been around 290 gigs of data.”
“So we had to completely re-architect how we deal with data. And we did a lot of work – this is actually something I’m extremely proud of – to optimize our disc access pattern. Sony made special libraries for us because we were the first ones hitting these sort of problems. I think it’s something that a lot of people will need to be doing in future.”
Most of the data is taken up, unsurprisingly, by textures.
”The bulk of it is textures. I think we’re probably a lot larger than the other cross-generation games, because we have no assets that have been made to a lower spec. The surface area, I’m just guessing here, must be five to 10 times bigger than Killzone 3 was.”
Of course, none of this should be a surprise. Uncompressed game textures are often terabytes of data, and have to be compressed to fit on such silly things as optical discs.
It does beg the question though; if we’re already starting to hit such large quantities of data for launch games, are we going to be stuck with disc swopping again in the next gen?
Last Updated: October 25, 2013