SMB had game file size limitations in the dozens of kilobytes range.
For comparison, that screenshot is 342kb, and Super Mario Bros is 40kb. The screenshot is more than 8.5 times bigger than the game it comes from.
I managed to recreate almost the same screenshot in 5kb (and with much less compression artifacts!)
before adding the text and circles it was only 1.6kb
it’s a case where jpeg compression ironically results in the picture getting 60x larger and more blurry because everyone recompresses the images and jpeg is designed for large photos and not pixel art
What I would give to have modern devs work that hard to reduce file sizes
Is it more than the price of a hard drive?
Games on ssds benefit from faster load times. Don’t put your games on spinning metal.
Because most of the time and energy are spent trying to hold on and not be tossed off by centripetal force?
Modern AAA games need optimisations too
Optimization? Pffffft. Nvidia probably pays game developers to make unoptimized games just to boost gpu sales.
True
I’ve seen this same suggestion years ago on Blender tutorials. Generating a scene isn’t about making it realistic, it’s about fooling the audience into thinking it’s real without making it too hard to create. Look at videos from Ian Hubert on how to fake it well.
Halo 3 came out 17 years ago. I learned this today (and still don’t really see it…), so I say they did amazingly well!
You want them to pay to design TWO ROCKS??? What are they, billionaires???
The monkey’s paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months
Welcome to gamedev. Its all smoke, mirrors, and magic tricks. Come intervene in our fancy electric rock dreams.
I honestly don’t see the similarity. So nice rotating, scaling, moving skills I guess.
Is this halo?
It’s minecraft