The majority of disc space on a game like CoD is textures, audio and FMV. There’s no compressing 4k textures to get them to a reasonable footprint without losing quality. Same for 4k FMV.
It’s not management that drives the desire for high-res textures and diverse asset libraries, it’s generally the art team. Once they’re allowed to care about what kinds of shrubbery exist in Borneo and which exist in Minneapolis, you end up with 30 kinds of plants. Multiply that out for rocks, cars, rugs, etc and add in the expectation for 4k or 8k screens and individual assets get huge and the library gets huge.
You’re right that it’s possible to do “pretty good” graphics for less, but it’s telling that your examples are from a decade ago and/or heavily stylized.
The majority of disc space on a game like CoD is textures, audio and FMV. There’s no compressing 4k textures to get them to a reasonable footprint without losing quality
The majority of disc space on a game like CoD is textures, audio and FMV. There’s no compressing 4k textures to get them to a reasonable footprint without losing quality. Same for 4k FMV. It’s not management that drives the desire for high-res textures and diverse asset libraries, it’s generally the art team. Once they’re allowed to care about what kinds of shrubbery exist in Borneo and which exist in Minneapolis, you end up with 30 kinds of plants. Multiply that out for rocks, cars, rugs, etc and add in the expectation for 4k or 8k screens and individual assets get huge and the library gets huge.
You’re right that it’s possible to do “pretty good” graphics for less, but it’s telling that your examples are from a decade ago and/or heavily stylized.
And you can’t make 4k quality optional because…?