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Chebucto Regional Softball Club

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  3. HELLDIVERS 2 Tech Blog #2 - Opt-in install size reduction beta (from 154Gb to 23Gb)
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

HELLDIVERS 2 Tech Blog #2 - Opt-in install size reduction beta (from 154Gb to 23Gb)

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  • ? Guest
    Fuck fake frames. All my homies use real frames.
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    Guest
    wrote last edited by
    #67
    They are still better anti aliasing than TAA.
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    • ? Guest
      Fuck fake frames. All my homies use real frames.
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      Guest
      wrote last edited by
      #68
      I never said anything about frame generation.
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      • ? Guest
        I never said anything about frame generation.
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        Guest
        wrote last edited by
        #69
        Then what the heck do you think DLSS uses?
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        • fishos@lemmy.worldF fishos@lemmy.world
          It's 2025. If all you have is a 400GB hd, that's a you problem. Sure, that was a big number over a decade ago, but that number is nothing now. Same energy as complaining that it takes too many floppy drives to store your files. Like you think it makes it sound like a huge number when you phrase it as 30% and all it shows is you have an outdated rig and are mad that progress moved on without you.
          B This user is from outside of this forum
          B This user is from outside of this forum
          buddahriffic@lemmy.world
          wrote last edited by
          #70
          Funny how you say that when the extra space was used specifically to improve the experience for people still using HDDs. It's 2025, no one using an HDD should be complaining about load times.
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          • ? Guest
            Then what the heck do you think DLSS uses?
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            Guest
            wrote last edited by
            #71
            You're way too rude for somebody this unaware of the topic at hand. FSR and DLSS are at their core temporal upscalers. They take motion vectors, subpixel samples from jittering objects, and a low resolution scene, and using shaders for FSR or AI models for DLSS, interpolate the existing pixels to fill the entire target resolution. That's it. This is **not** frame generation, and they don't *use* anything, whatever you meant by that. You can then, on *top of* the regular upscaling, enable frame generation to enable an entirely different path that holds frames in the buffer and creates intermediary frames. Those are the fake frames you complained about. One can use both FSR and DLSS without no frame generation whatsoever, and both were originally created without any type of frame generation to begin with. At the present, Helldivers **already uses FSR** without frame generation - just for upscaling - but it's FSR, a matrix based spatial scalar that only looks at one central pixel and tries to apply weights to determine how to fill in the neighbors. This looks horrendous. FSR 2.x and onwards, and DLSS, use the full temporal mechanism I described. That's "what the heck" I think DLSS does.
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            • ? Guest
              And it turned out that the slower load on HDD wasn't nearly as bad as they thought it would be.
              B This user is from outside of this forum
              B This user is from outside of this forum
              buddahriffic@lemmy.world
              wrote last edited by
              #72
              I'm not very impressed that they used an optimization that blew up the game size 5x that they knew would only benefit a subset of users without even doing any profiling on it until 2 years after release. Good that they eventually revisited it, but someone fucked up making that decision in the first place.
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              • ? Guest
                You're way too rude for somebody this unaware of the topic at hand. FSR and DLSS are at their core temporal upscalers. They take motion vectors, subpixel samples from jittering objects, and a low resolution scene, and using shaders for FSR or AI models for DLSS, interpolate the existing pixels to fill the entire target resolution. That's it. This is **not** frame generation, and they don't *use* anything, whatever you meant by that. You can then, on *top of* the regular upscaling, enable frame generation to enable an entirely different path that holds frames in the buffer and creates intermediary frames. Those are the fake frames you complained about. One can use both FSR and DLSS without no frame generation whatsoever, and both were originally created without any type of frame generation to begin with. At the present, Helldivers **already uses FSR** without frame generation - just for upscaling - but it's FSR, a matrix based spatial scalar that only looks at one central pixel and tries to apply weights to determine how to fill in the neighbors. This looks horrendous. FSR 2.x and onwards, and DLSS, use the full temporal mechanism I described. That's "what the heck" I think DLSS does.
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                Guest
                wrote last edited by
                #73
                ![](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fi.kym-cdn.com%2Fphotos%2Fimages%2Foriginal%2F003%2F067%2F617%2F05b)
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                • ? Guest
                  ![](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fi.kym-cdn.com%2Fphotos%2Fimages%2Foriginal%2F003%2F067%2F617%2F05b)
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                  Guest
                  wrote last edited by
                  #74
                  Glad to see you recognize you were completely wrong and had to shift the conversation to a different topic.
                  1 Reply Last reply
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                  • ? Guest
                    And the community is still mad, because apparently doing this after 2 years is _WRONG_
                    mojofrododojo@lemmy.worldM This user is from outside of this forum
                    mojofrododojo@lemmy.worldM This user is from outside of this forum
                    mojofrododojo@lemmy.world
                    wrote last edited by
                    #75
                    frankly it seems a bit late in the game to start worrying about low level simple optimization like this. Perhaps they are upset that they had to endure bloated installs for so long? which seems reasonable considering the enormously ridiculous 145gb....
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                    • ? Guest
                      Ahh yes, the same approach I have to script development: multiple files, in different places, for different platforms, all with the same code!
                      mojofrododojo@lemmy.worldM This user is from outside of this forum
                      mojofrododojo@lemmy.worldM This user is from outside of this forum
                      mojofrododojo@lemmy.world
                      wrote last edited by
                      #76
                      resource hell. which version of ChromeShaderFinalV7 was it, the one that says FINALFINALChromeShaderFinalv7 or the one that says "IGNORE FINAL FINAL USE THIS ONE INSTEAD V7"?
                      ? 1 Reply Last reply
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                      • blackmist@feddit.ukB blackmist@feddit.uk
                        I know they are. For something like database work, they're amazing. Now go an look at some game load time benchmarks. Because I can guarantee you they're *nowhere near* that much faster for 99% of games. Once you get off spinning rust, CPU speed remains the number one factor in load times. Because nearly everything is compressed and has to be unpacked and processed into the right formats by the system before it can be used. Picking whatever comes up at the top from googling: https://www.youtube.com/watch?v=PeS88O4rWB8 Just scanning though that video I can see the biggest difference is like a second. DirectStorage was supposed to be able to make game loading faster on faster SSDs, but as far as I can see that hasn't really happened. The PS5 does actually get noticeably slower if you cobble a slower drive into it, although not really enough to break anything. The decompression units in that hardware are actually pretty good, and can keep up with the faster SSDs.
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                        Guest
                        wrote last edited by
                        #77
                        I've looked, what you say is mostly accurate but getting a bit dated - the NVME performance gap with SATA SSDs keeps widening especially with DirectStorage games (eg Spider Man 2 - triple the load speed vs SATA). This gap will continue to widen as devs focus performance improvements on the tech available to them, and as the price difference between SATA SSDs and NVME is diminishing rapidly (only a 5% difference in common mid tier models now) there is very little reason to recommend SATA over NVMe for cost reasons - which was kinda the focus of this thread. I'd not advise anyone today to buy a SATA SSD over NVMe for gaming unless the cost saving was large. First article I could find from a website I recognised (there are so many SEO-stuffing AI-generated trash sites today to wade through its truly frustrating) - https://www.techspot.com/article/3023-ssd-gaming-comparison-load-times/ The performance improvements outside of load times, eg *during gaming* are significant but harder to benchmark, because pop-in of assets during gameplay is not something we can currently easily measure, it's something you need to compare side by side videos of and there are many that show significant stuttering and pop-in for DirectStorage games like Ratchet and Clank. Another analysis with some videos double, triple or longer wait times in-games: https://www.youtube.com/watch?v=gl8wXT8F3W4
                        blackmist@feddit.ukB 1 Reply Last reply
                        0
                        • ? Guest
                          Yes but then takes 17 straight hours to decompress a 30gb game during install.
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                          Guest
                          wrote last edited by
                          #78
                          I would rather have a 17h unzip than a 17h download, a 17h unzip means my computer is transferring data for the entire time rather than downloading the file for 30 minutes and unzipping it completely locally.
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                          • ? Guest
                            I would rather have a 17h unzip than a 17h download, a 17h unzip means my computer is transferring data for the entire time rather than downloading the file for 30 minutes and unzipping it completely locally.
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                            Guest
                            wrote last edited by
                            #79
                            It takes you 17 hours to download a 30gb game? Not going to lie, its a bit suspicious how long firgirl repacks take to unpack. In my opinion.
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                            • ? Guest
                              Ahh yes, the same approach I have to script development: multiple files, in different places, for different platforms, all with the same code!
                              ? Offline
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                              Guest
                              wrote last edited by
                              #80
                              To account for people using different systems with different executable paths, we will be placing a copy of this script in every single folder in your computer. -microsoft probably idk
                              ? 1 Reply Last reply
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                              • ? Guest
                                I found that surprising too. In the article, they explain that this was on purpose to improve loading times for people on slow HDDs.
                                N This user is from outside of this forum
                                N This user is from outside of this forum
                                naz@sh.itjust.works
                                wrote last edited by
                                #81
                                A lot of consoles ship with a 500GB spinning hard drive. I think Sony published HD2 so we can almost exclusively blame consoles for the size requirements
                                1 Reply Last reply
                                0
                                • inlandempire@jlai.luI inlandempire@jlai.lu
                                  In the case of Mario it's a smart way of handling the limited data available, its not a duplicate texture like Helldivers, its the same cloud copy pasted just with a different color. From what I understand Helldivers had the same files duplicated multiple times so that HDD could find them easily (somehow)
                                  artvandelay@lemmy.worldA This user is from outside of this forum
                                  artvandelay@lemmy.worldA This user is from outside of this forum
                                  artvandelay@lemmy.world
                                  wrote last edited by
                                  #82
                                  It has to do with seek times where hdds literally have to travel to the spindle with the relevant data, so storing it multiple times means it finds what it needs faster
                                  1 Reply Last reply
                                  0
                                  • ? Guest
                                    I've looked, what you say is mostly accurate but getting a bit dated - the NVME performance gap with SATA SSDs keeps widening especially with DirectStorage games (eg Spider Man 2 - triple the load speed vs SATA). This gap will continue to widen as devs focus performance improvements on the tech available to them, and as the price difference between SATA SSDs and NVME is diminishing rapidly (only a 5% difference in common mid tier models now) there is very little reason to recommend SATA over NVMe for cost reasons - which was kinda the focus of this thread. I'd not advise anyone today to buy a SATA SSD over NVMe for gaming unless the cost saving was large. First article I could find from a website I recognised (there are so many SEO-stuffing AI-generated trash sites today to wade through its truly frustrating) - https://www.techspot.com/article/3023-ssd-gaming-comparison-load-times/ The performance improvements outside of load times, eg *during gaming* are significant but harder to benchmark, because pop-in of assets during gameplay is not something we can currently easily measure, it's something you need to compare side by side videos of and there are many that show significant stuttering and pop-in for DirectStorage games like Ratchet and Clank. Another analysis with some videos double, triple or longer wait times in-games: https://www.youtube.com/watch?v=gl8wXT8F3W4
                                    blackmist@feddit.ukB This user is from outside of this forum
                                    blackmist@feddit.ukB This user is from outside of this forum
                                    blackmist@feddit.uk
                                    wrote last edited by
                                    #83
                                    Yeah, PS5 games are made with the assumption that they'll have access to a 5GB/s drive. It makes sense that they might actually benefit from that. I saw a test of [Ratchet and Clank running on a HDD](https://youtu.be/28G3VYps-rM?t=33) and the main difference was the portals that mask the load times were comically long. And it's true the difference in price isn't that great any more. Personally I've got an older SATA in my PC and a NVME. I try to install to the faster drive where I can, but since my PC actually has a worse CPU than my Legion Go S, I'm not likely to see a lot of benefit from it. I suppose you've got a better chance of picking up a used SATA drive on the cheap if you really need to save money.
                                    ? 1 Reply Last reply
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                                    • mojofrododojo@lemmy.worldM mojofrododojo@lemmy.world
                                      resource hell. which version of ChromeShaderFinalV7 was it, the one that says FINALFINALChromeShaderFinalv7 or the one that says "IGNORE FINAL FINAL USE THIS ONE INSTEAD V7"?
                                      ? Offline
                                      ? Offline
                                      Guest
                                      wrote last edited by
                                      #84
                                      Stop spying on me! I do to IDEs what common people do with browser tabs.
                                      mojofrododojo@lemmy.worldM 1 Reply Last reply
                                      1
                                      0
                                      • ? Guest
                                        To account for people using different systems with different executable paths, we will be placing a copy of this script in every single folder in your computer. -microsoft probably idk
                                        ? Offline
                                        ? Offline
                                        Guest
                                        wrote last edited by
                                        #85
                                        $ScriptDir = $ThisScriptPath if ($ScriptDir ≠ $GameFilePath) { Set-Path $GameFilePath } (⌐■_■)
                                        1 Reply Last reply
                                        0
                                        • blackmist@feddit.ukB blackmist@feddit.uk
                                          Yeah, PS5 games are made with the assumption that they'll have access to a 5GB/s drive. It makes sense that they might actually benefit from that. I saw a test of [Ratchet and Clank running on a HDD](https://youtu.be/28G3VYps-rM?t=33) and the main difference was the portals that mask the load times were comically long. And it's true the difference in price isn't that great any more. Personally I've got an older SATA in my PC and a NVME. I try to install to the faster drive where I can, but since my PC actually has a worse CPU than my Legion Go S, I'm not likely to see a lot of benefit from it. I suppose you've got a better chance of picking up a used SATA drive on the cheap if you really need to save money.
                                          ? Offline
                                          ? Offline
                                          Guest
                                          wrote last edited by
                                          #86
                                          Yeah, very reasonable. I updated my original comment to highlight that I was overstating the problem. Thanks for your comments.
                                          1 Reply Last reply
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