Are you forgetting the files are also taking up space on the consumers drives?
Edit: additionally, larger save file size typically(but definitely not always) means longer loading times. There are tangible consumer benefits to reducing save file size.
I think you misunderstood me, I never claimed that excessive file size can’t be a problem for the end user. I was saying that in regards to cloud save, large file sizes shouldn’t be a problem for the end user. It’s a problem GOG should take up with the developers they allow selling on their storefront with GOG’s advertised feature set.
I’d like to challenge you on that edit of yours though. On an SSD the time it takes to load a save file into memory is negligible, and in almost all cases less than the game assets the game loads up when you start a game. The complexity of the game world is the dominant factor.
Fair points for both, we’re on the same page for the first point. GOG should be doing exactly that to mitigate the issue, and hope they have been but haven’t been as successful with that technique. I’ll give them the benefit of the doubt for it.
For the second, I agree that the majority of the issue are the storage space themselves, the others are tangential concerns. To me, a company that struggles to limit their file size has a poor take on how they implement features, it’s a red flag that there are likely much bigger performance issues with the code. One doesn’t mean the other has to exist of course, but they show up together fairly often.
I’m personally tired of game companies just throwing shit at the wall and not caring about the performance. They (well AA and bigger companies mainly) seem to have completely lost interest in doing anything other than the bare minimum. Does it work on the absolute latest hardware? Must be good to ship.
Are you forgetting the files are also taking up space on the consumers drives?
Edit: additionally, larger save file size typically(but definitely not always) means longer loading times. There are tangible consumer benefits to reducing save file size.
I think you misunderstood me, I never claimed that excessive file size can’t be a problem for the end user. I was saying that in regards to cloud save, large file sizes shouldn’t be a problem for the end user. It’s a problem GOG should take up with the developers they allow selling on their storefront with GOG’s advertised feature set.
I’d like to challenge you on that edit of yours though. On an SSD the time it takes to load a save file into memory is negligible, and in almost all cases less than the game assets the game loads up when you start a game. The complexity of the game world is the dominant factor.
Fair points for both, we’re on the same page for the first point. GOG should be doing exactly that to mitigate the issue, and hope they have been but haven’t been as successful with that technique. I’ll give them the benefit of the doubt for it.
For the second, I agree that the majority of the issue are the storage space themselves, the others are tangential concerns. To me, a company that struggles to limit their file size has a poor take on how they implement features, it’s a red flag that there are likely much bigger performance issues with the code. One doesn’t mean the other has to exist of course, but they show up together fairly often.
I’m personally tired of game companies just throwing shit at the wall and not caring about the performance. They (well AA and bigger companies mainly) seem to have completely lost interest in doing anything other than the bare minimum. Does it work on the absolute latest hardware? Must be good to ship.