**EDIT FOR COMMON QUESTIONS:** *1.* I appreciate that a lot of people are worried we overshared about the devs background. The dev cleared the video before we hit "publish" and I have a taken other precautions to make sure they are safe behind the scenes. Trust me. *2.* Others feel the content is fake or too generic. I understand the thought process but I wanted to ask more broad questions to not only protect the persons identity but also to get a good scoop on the industry as a whole as opposed to JUST CoD, and so that if they are willing to do this again AND you all liked it we can ask more specific questions from comments. I get where some of you are coming from so I hope this helps clarify the reasonings *3.* Lots of comments about reducing texture quality to reduce size. I cant say for 100% certainty but my biggest goal in this was to create a space for devs and players to communicate safely. I would be shocked if the dev (or other devs) dont read the comments on this. Incredible opportunity for us. Again thank you to the dev that reached out. If you think this is worth a follow up, help the video out by sharing it around.
I would rather you falsely believe I made this up rather than getting someone fired. If you don’t believe me that’s fine, it’s the internet anyways. But if you want to entertain the thought it could be true, ask a question for a potential follow up!
I’ve worked in game dev since 2005 and have shipped 6 aaa titles and more recently about 6 years of “seasonal” type releases. There’s always bugs, we triage and fix the known bugs with the highest impact first. features ship in a quasi finished state (aka with bugs) and receive updates over time to improve the experience. Generally, our community managers would monitor forums and other places where the public comments on the game and issues with lots of comments or upvotes are moved towards the front of the fix queue. So if you really want a bug fixed my advice is post it online then hope others also upvote. We regularly held private gameplay sessions for content creators gathering pre release feedback, but in all honesty the upper management is more concerned with bringing new users in rather than catering to veterans or content creators so this feedback is generally put in a designers back pocket for a future release. But yes lots of data is what drives development like the interviewer said. Lastly, the destiny/blops dev hit the nail on the head about layoffs. Layoffs are a huge problem in qa test. Qa use to be a temporary role, this is no longer the situation due to continuous live service support. Yet qa is still treated disposable or temporary. It’s disgusting, the amount of passionate and bright qa ppl these companies shove out the door is crazy. Qa is a revolving door of brand new industry people and is apparent when each and every game launches in hot mess of bugs that stain the game launch. If our qa had a stable workforce with experience our game would be better, but that would mean these billion/trillion companies would have to treat qa like humans by providing compensation and benefits. It’s cheaper to put some random person off the street in qa than it is to retain talented experienced qa already working there.
As a simple enjoyer of video games I have started to indulge myself further into the gaming world, as I wanted to find the answer to why Battlefront 3 isn't being made. Finding this video has given me a new perspective on how games are made. I knew they were difficult and time consuming but I didn't know there were this many layers to developing a high budget game.
Hi, software engineer here. Think of devs as small employees, ants working tirelessly to meet the demand of the customer that was offered by a higher up. They sell the product and promise deadlines to customers/clients, that WE have to follow or we are cut loose. This is how passion turns into chore...
@@ChampyOnPC Dude, I am starting my bachelor study software engineering next year and this sounds horrible. Is this usually the case or only in specific fields on SE? I am mainly interested in game development, cybersecurity or applied artificial intelligence
I work in the same field. Sometimes, it feels like you're in the engine room of the enterprise, the Titanic or whathaveyou. You don't see where you're headed or WHAT we do, you worry about HOW we do it. The majority of the time, I only have a general idea of what our features are used for. When there's an iceberg, I have at least 3 captains of various ranks above me who will bicker about whether the ship should go left, right or straight ahead, but whatever happens, I'll definitely be the first one to drown.
I sure as hell hope that those promises were first passed by actual developers to check feasibility. Something something nine women to birth a child within a month.
@@Celis.C Well it depends, from experience, having to judge feasibility prior to an analysis, which is when most of the suits and sales people make promises, is pretty difficult if not borderline impossible. For instance, if I have to integrate systems and I'm asked "hey, how long does it take to integrate X with Y" then I've no clue because I don't know what the integration actually entails. The truth is that deadlines and budgets (and other factors, like sometimes silly higher ups on one or both sides who refuse to listen to reason) will inevitably gimp whatever the developer or developer team has given as input. You could say "that's how the real world works" but honestly it doesn't have to, but as long as we keep paying suits ridiculous amounts of money for what honestly amounts to faffing about, that's how it'll be. (I may be a bit upset at a recent project going sideways when I piped up from the beginning that things are being done in a silly way for this and that reason :D)
@ kinda seems like a necessary component if I’m to watch an informational video and gain anything from it. Otherwise I’d probably operate separately from an assumption of that kind.
By the nature of these questions and the dev's answers, I wouldn't call this person a "leaker". This is just basic transparency that should be a part of any community manager's job.
Yep nothing leaked, nothing eye opening. If he actually came forward as a dev willing to leak information this was a huge missed opportunity. Idk if this interview even broke his NDA with these questions and answers.
@@sQuaTsiFieD it either violates his NDA, or he tried to be extra safe with it... It is likely that with the amount of information given his employers know who he is, but random people need to do a lot of digging to find out... it's probably just to keep his twitter un-flooded with dumb questions
@@TDTProductions man its pretty obvious this isnt a leaker lol its a management position pretending to be a leaker to plug for unions. its pretty simple. shes in a management position and its painfully obvious in the replies. theres a million and a half design choices for backend like why in the hell choose the texture streaming model? why is your game insanely unresponsive, either with menus or anything? why is the textures for literally everything in 4k or 8k when only select main visual pieces really need to be.
@@yeeter7090 I swear, a couple answers in, and I was like "bro this sounds like someone at PR is answering these questions", because when people leak stuff, it is usually negative information that hurts their organization.
If 4K textures are so big, then why not go the way of capcom and make the 4K textures a free dlc (literally halved the file size in the case of MHW). Not everyone has high end pc’s with 4K monitors. It’s probably fair to say the majority of gamers don’t go much higher than 1440p
Even with a "4K" monitor, you probably can't see the detail, anyway. Spread a 4096*4096 texture over a square metre, and each texel will end up a little under 0.25mm in size. That's comparable to the size of a pixel on a regular monitor (500mm wide divided by 1920 pixels, gives 0.26mm per pixel). Now, how far away are you going to be looking at that surface? I doubt it's going to be close-up enough that the texels match up with the pixels on the monitor.
from the steam charts, a majority people still play in 1080p (57.3% to be more precise). it's even eating back from the 1440p trend that was starting. the last survey data i saw (october 2024) saw a 1080p surge of 1.6% with a drop of 1440p by 2%. less then 4% play at 4k via steam, it's the 4th most used resolution
@@IMPRESSIONplay1 Yes, and my wallet looks better for choosing to max myself out at 1080p 60... Every game I "own" will run at least 1080p medium at a "playable" framerate on a sub-500 dollar pc... Switching to 4k would mean upgrading basically every component, not to mention a new monitor(s), which would essentially double or triple the price, to play the same games, and like most people, I can't justify that...
Y'all do realize LOD and Mipmaps are a thing, the file might be 4k but there mipmaps can display a lower resolution image, either from farther away or at steeper angles. But if you are close and look flat-on it will display the high-res layer. I messed with Mipmaps in BF1942 modding
"It's all the textures! That's why the game's so large!" *Over 9000 skins per each weapon, over 9000 player models, and over 9000 advertisements for each of them* Yea I wonder why that is...
You'd be surprised that models aren't the biggest thing that takes space, the reason guns look detailed is because of textures and materials and normals etc, models can be easily smoothed without using absurd amount of poligons
@@HunterAnsorge-ok9jk Code doesn't take up much space. The entire Linux kernel is only a few MB once compiled. As the dev stated; it's mostly models and textures which take up a lot of space and they can't have too much compression as it would impact performance. Especially when streaming assets. It's taken for granted how many clever tricks and frankly genius systems developers use to make large areas playable. Games hide rooms that are invisible for players, static lights are pre-rendered and baked into the textures, fake windows on inaccessible buildings, dynamic LODs, etc. And that's on top of what engine devs are doing. (E.g. making the game compatible with every type of CPU/GPU config, accounting for resolution changes and window switching.) It's easy to blame "Spaghetti Code", but even if you follow industry standards you can run into unicorn issues like: "Game runs at stable FPS, but reactions to inputs or damage are only processed every 2 seconds if the game is running via RDP on a physical GPU without a physical display connected", "Game freezes every 2 seconds if running on a CPU with an odd number of cores" or "Certain objects displaying as black squares which get stuck on screen when running specific DirectX versions" (Actual issues I've encountered.)
@@HunterAnsorge-ok9jk I dont think I need to actually say this but I will anyway: The actual code that creates the mechanics of the game is likely only a few MB. As they said, most of the file size comes from the textures.
I think the meaning behind the last answer is sometimes an exec throws their weight around to get a dumb change made, and sometimes the head developer is able to say "that's stupid" well enough that the exec backs down. So it probably depends a lot on who the exec is and who the lead dev is.
I think maybe its more along the lines of “Sometimes the exec makes a bad decision, and team may or may not be able to stop it. Sometimes the team makes a dumb decision and the exec may or may not be able to stop it.” Which does make sense, as game developers are not perfect creatures and can make bad decisions. Take the person who did all the weapon balancing for Helldivers 2. The fuckin CCO of the company had to come down and fix all of the decisions that dude made
My interpretation was more like: The exec want this feature to happen but it's just too unpractical / difficult to code given our current infrastructure. If we do [insert alternative] instead not only will it be better but cheaper and faster to make. Better not waste weeks into doing something that we might not manage to actually make it work. And the exec would like "ok then, I trust that this alternative is best". My other interpretation is about choices that the exec have no expertise about. Like say... the dev tell the exec point blank that they gonna this or that technology moving forward and since the exec doesn't actually do the coding then would say yes. I have some experience in web development (not game development) and this would happen occasionally where we realize that the specific thing we are trying to implement in the code isn't working and we have to either work at a loss to finish it or pivot to something else.
"Why is COD the only game where you have to restart after an update?" and "Why are shaders taking THIS long to compile, most other AAA games like Fortnite, Apex, take considerably less time to compile than COD".
Each update needs a restart to make sure it’s applied properly I presume (a lot of things could go wrong when there is that much code) and the reason it takes this long for cod to compile shaders is because of how much decompression there is on textures to make it as small as possible and you compile it to make sure everything can be accessed as fast as possible
@@S.M_Gaming. dude, as a hobbiest in terms of 3d, you can defo notice. If the models were any lower, you would be complaining about how ugly the game is. Also they have to keep expectations of being "realistic" to ensure they are keeping up in the game space.
"Why is COD the only game where you have to restart after an update?" This is because some games have the ability to use server-side configuration to change/update stuff on the client instead of directly modifying the client code. The client is designed in a way to behave based on inputs from the server, whether that be just config values, or evaluating actual code at runtime.
amercian gamers : "my computer would let off a nuclear blast just trying to load this, i'll play something else" besides the insane bandwidth required to do downloads/updates in the first place. [which also means wait time...that's always fun when you want to play a game]
I was hoping he’d admit that the file size is huge because it saves them time and especially money. He hardly answered the question at all, was pretty annoying. Even if it turned out that COD is highly optimized storage wise compared to most games it doesn’t really matter because they have little to show for it. COD is also a notably small game that relies on reusing assets like the maps like you said. It’s insane that in the era of near infinite storage compared to the past we’ve regressed to modular games because gamers can’t store the whole thing
Textures aren't game content per se. If you have a single room with nothing to do in, but everything has extremely detailed textures, it will take thousands of times more space than a space exploration game with millions of planets and no textures at all.
@@opinionsfromfil1840 as a dev myself, I can speculate that those modular download systems are fairly recent. There is alot of technical work behind making sure modules don't trip over any DRM and the modularity can't be used to set uo cheats either. The only way then (before module system) would be to limit textures to 1080p (4K is an absolute beast requiring 16x more space), but I doubt that higher-ups will want the game resolution to be purposely nerfed. That also basically means 4K as a default to appeal to the lowest denominator who may want high-fidelity by default.
@@opinionsfromfil1840 but you are literally not forced to do that anymore. This was a problem during MW19 but now? No one forces you to download warzone.
@@ronelm2000 Yeah but like there are several games you could play before even finishing the full download for a while now. For example the Battle net launcher lets you run whatever game once its in a "playable" state. I had my Starcraft 2 download sitting on about 80% for like a year.
i like how the 4k textures were practically a side note in the text. "you know there is many factors to why it is unoptimized, we cannot compress our 8048x8048 textures enough." i work with a ton of 3d shit in my free time, i'm telling you when i say "you can make half your textures 512x512 or less" i'm not kidding. you could replace 99% of textures in most games with 256x256 and i don't think anyone would notice.
@@SSS333-AAA Smart use of normal maps and other detail textures can give materials a ton of quality with little performance cost, even with low res textures. I can't think of any real reason for having 4k textures outside of the novelty or marketability of having 4k textures.
@@SSS333-AAA The reasoning for bigger textures in reality is data streaming. It's easy to downscale on the fly from a bigger texture resolution. Most of the time your game is not using the 4k textures it is indeed using 512x512 but just downscaled on the fly. When up close to something it then bumps it up to a 1024x1024 etc etc
Not just textures. It's a big portion of it, but bespoke animations are a huge one, as is audio. All of which is far more complicated than anything going on by someone who is using techniques that solely come from youtube/Udemy (not a shot at the video, but there's a lot of dunning kruger effect going on in the comments).
7:37 As a developer myself, I absolutely feel and live the same enthusiasm as this person. You can just imagine how proud he is for saving that extra .5% of frame time. BUT, also as a developer, no one will care about it. It's the sad truth, but honestly it doesn't explain away pretty much every criticism gamers have. Gameplay has to be the same, since that's what sells the game? Why is it a new game then? Why do people openly say that they want change then? As a Backend dev, he doesn't have to concern himself with all this, I know. It would be Frontend developer, UX designers, PR and marketing people, or the managers that control the flow of issue tracking and input. But I think this was a very missed chance to get some insider info, from someone so senior, that I feel like should have heard anything about those topics in that big timeframe he worked there. But that could be a misconception from my own experience. And the 200GB package management thing. Sure, I get it. But here as well, the consumer doesn't care. They don'T want to fiddle around with packages. They want to download the game and want it to run. No one buys a game and goes "alright, first I install SP, then I uninstall it and download MP". You're not flexible. You can't just jump quickly into MP with your freinds and take a break from the SP or vice versa. This is a UX issue, needing to be solved by Backend people as per criteria. No one would reasonably plan ahead, that they are now in their "MP phase" or something. IF a friend comes to you, you want to jump in, and not "sorry, have to download the massive MP first" or something. Good tech, disappointing UX. And that's why everyone complains about the total size, the package management doesn't matter. The dev also talks about 4K, that they're bigger than most think (which is true, even with the most optimal ASTC encoding, you still have a massive size for one texture asset) but how about not 4K then? Or offering lower res packages in the manager at least? Again, UX and art department, but has to be solved by the backend. I could go on, but I leave it at that. The person knows their stuff, I sympathize with them. I feel it. But this interview was... not enlightening to me. It feels like all of it is pretty obvious to consumers (like the bug list before launch or that content creators are actually more important in prioritizing issues, just feels weird that this apparently needed direct confirmation?)
im not a developer but the same gameplay part is simple, if you are okay with the things how they are now you wont go out of your way to make a video/write a comment or do anything else to say that you are good with how the things are. in most cases it is the vocal minority trying to push something that they would like to see (there is nothing wrong with that). as dev said they lean on the data a lot so they know that most people actually like this same gameplay so they remake the game around the core gameplay and add other stuff around it because it will make the most money. since they are basicaly being managed by public company (activision blizzard inc) they have to try the best to turn out as much money as they can they make "the same game" because it would just make the most money.
I'm not a dev', but I have dabbled around modding, and discussed with modders that taught me that 4K is entirely uneeded for textures, solely serving to bloat up file sizes for little to no gain. Not counting the several examples of games that use lower textures yet still achieve absolutely amazing results like say Warframe. I would enjoy more details, more explanations as to why some decisions are made against the consumers interest especially when the issue it creates becomes a sore point within the community of a game.
@@Nimi450 4k textures is kind of a nonsensical term anyway. Art teams size the texture depending on the object, 4k textures means the highest resolution textures are 4k not that all textures are 4k.
@@user-sf8du It's not non-sensical. Textures can indeed have 4096x4096 dimensions for a single part. Part referring to a single partial texture for any model or decal. For example a jacket, face, graffiti, etc. However, that practice is wholy unneeded. The first to respond to me mentioned it himself: vocal minority. I would assume that as less people want the gameplay to change, as less people also care for native 4K. Most people don't notice a difference between 60 and 120FPS. Most people don't notice anything more than 2K tops. In terms of resolution it just panders to that minority, as the difference can quickly be shown. It's simple to market it and "simple" to create. For new gameplay, you actually have to involve the whole chain, so here that minority is ignored. I like to use the Nintendo Switch as a prime example for how modern game development should be. The Xenoblade games. The Open-World Zelda games. They look astonishing in 720p or 1080p. And they run (mostly) stable on 30FPS (60 is also already on the verge of unnoticable, so not quite). THIS is what optimization looks like. THIS is what it means to care for gamers. Not the 57th FIFA or the 20th CoD or Battlefield that all play exactly the same. I'm aware the companies need to make money, obviously. But Nintendo is able to generate tons of money because they are creative and actually reinvent gameplay of known IP's. Yet CoD or Battlefield are unable to and criticized for it?
Of course nobody would notice Because that 0.5 frametime saved is nothing compared more resources added in single update that makes game slower and slower , big and bigger , optimisation becoming trsah and more trsah , year by year Ik something isn't in control on your hand . Sorry to hurt you .. ( You don't have to take this personally) .. - Genuine experience by persons who don't know sh$t about anything..
Lol it sounds like the marketing department sent a "dev" to answer this naive UA-camr's questions by "leaking" completely harmless and useless information.
"did a game you work on ever surprise you with its end result?" or "did one bit of code ever interact in a beneficial way with another bit of unrelated code?"
This is why I feel these sorts of interviews are SO important. Could open up communication between devs and players to potentially provide stuff like this in the future
Well yeah, i don't get the point for any games to 4k all their texture, let alone one as default setting. Default should be 720p or 1080p texture and let peoples choose to download 1440p or 2160p(4k) afterward.
0:29 I’m going to watch the video out of morbid curiosity, but I don’t actually believe a AAA developer really reached out to you and risked their job just to be an anonymous source on a UA-cam video.
@@MrJeffharper47 it's not that far to believe. If I was in a gaming company and I see the decline of gaming industry and the smeer campaigns. I'd probably stay anonymous.
It’s not far fetched at all. The odds of speaking with devs from big companies isn’t so uncommon in this age. I’m seeing it happen more and more, and every now and then it definitely dives into behind the scenes information- a sort of exposé. Not just for the sake of their jobs… but for the sake of their privacy, it would often be better to stay anonymous.
@@MrJeffharper47 I agree. This sounds like bs He worked for multiple years at the company. His position is in the backend atm. He worked his way up. He made that tweet once. This guy is tracked down in 30 seconds... Dev teams aren't that big and usually have at least quite a bit of fluctuation. Additionally, nothing of value was leaked or included in the video. I suppose a Dev can easily come up with any of these answers, even if they never worked for them... "the game changes but people just don't see it". From a backend Dev. He should be smart enough to know that nobody notices these frametime things. Most people just want a quick game and at least no awful frametimes... I'd call this whole video a fake. Nothing of actual interest was shown... No actual insider knowledge at all...
he explained it pretty thoroughly: the way to make it smaller would be to COMPRESS ASSETS but if the thing you're loading is compressed that means you need to decompress it, which costs performance! so they have a tradeoff between your framerate and the install size, and they are choosing framerate. this school of thought won out at big studios during 8th gen, because these consoles had really weak CPUs and the most common genre for big budget productions was various flavors of "open world". other games can decompress assets during a loading screen, and I would expect COD to also do some of this when you start up the game / load into a match. but once you're playing the developers avoid decompressing whenever possible, to free up the CPU.
totally agree. and it's not like compression is the only way to make assets smaller, either... in terms of *just* filesize optimizations, there's options like color-indexed textures/images. vector formats [namely, binary ones] are also great. for much as people love to hate on adobe [which, deserved, you won't find anyone to dispute that], this was one of flash's greatest strengths. if you use the format right, BIG [as in content] games do not take-up significant filesize. and as for "but performance!" in regards to using vector graphics : nonsense! just as "you can't run 3d in software!" [you can, you just can't do UBER-HD realtime 3D graphics*] you optimize them in exactly the same way you optimize 3d models. *and that brings us to points 2 and 3. why do you need HD graphics? why do you need realism? you're actively alienating countless gamers by driving the system/bandwidth requirements through the roof. some are at least privledged to afford a beefy rig or the latest console. but internet bandwidth is an entirely separate issue. from a creativity standpoint, it's also ruining games. not only do they play the same, they look the same. an extra bit : not all compression schemes are equal. look-up QOI or the Quite Ok Image file format. invented by, basically a random smuck, as an attempt/experiment to build an image encoder/decoder + format that's faster and less complex than PNG [and JPEG as well] it can additonally be compressed with something like DELFATE, but by default, it produces comparable results as PNG. hardware compression is also a thing, but it can tend to be lossy as a compromise for optimizing speed and complexity. as for modularity, i'm actually quite fond of the concept, plan to use it myself. but not like this. the idea of using it as a band-aid to increasingly large filesizes genuinely bothers/disgusts me.
Their answer included a lot more detail then that one caveat...they basically explained its a tradeoff between large uncompressed files (or not as compressed as they could be) for better performance due to less demand on the hardware, vs compressed small files that are more resource intensive. They choose bigger file sizes because they'd rather it perform better. What are you not understanding? Are you wanting them to explain why they choose to focus on high quality look/sound etc instead of looking like an indie game with 48x48 pixel-art textures? I think that would be obvious, 90% of players would rather focus on the look and presentation of a game then the underlying mechanics. Otherwise, more people would be buying and playing indie games than AAA games. Its the most common denominator and the biggest target audience: an audience that wants hyper-realistic life like rendering. This isn't a question you need to ask the devs, the public market proves this is the case. If this wasn't the case, CoD would not be as popular as it was, and people would stop buying the new versions. Now don't get me wrong, I think gameplay and mechanics trump presentation and visuals, but the majority of game buyers don't feel that way. If you feel like that's wrong, take it up with your fellow gamers, they're the problem, not the devs making games that focus on realism. Devs would quickly change their minds if realism suddenly stopped selling games and people refused to buy.
Mesome thank you for sharing this. This has honestly been informative, for me as a aspiring game developer. I got insight into one of the biggest companies in the world, and for that i say thank you
Re: governments not upgrading things because “ancient and working” is better than “new but unproven”; San Francisco’s public transit agency is just now paying to upgrade their system away from using 5.25” floppy disks in the year of our lord 2024. Not the hard plastic 3.5” floppy’s with the clicky cover on the opening from the 90s, actually floppy big soft floppy disks from the 70s.
My inner paranoid gremlin would advice against even using a timeframe for how long they've worked on the COD franchise. As broad a timeframe as that is it can still be used to narrow down search criteria, since I would assume the company would keep track of how long each person has worked for them. Simply saying they've worked on the franchise for a long ass time would've sufficed. The devs' words speak more for their experience than the timeframe ever could. Good vid.
the bit about handling PR, too... if a major publication indeed put a story about "this guy was threatened on twitter!" , that's pretty specific as well.
I recently switched from COD to The Finals and the devs STRICTLY use input from the community to change and better the game. It feels so responsive and like we’re close to them, like the individual complaints actually matter.
I've been saying this for a long time. Shielding people from feedback is just stupid. It puts the Community Manager in power, prioritizing feedback that is either minor or noone even asked for. This Shielding is exactly the reason why you read on every COD game that the devs just dont listen. They cant listen, if someone filters their feedback and they only get what this person deems worthy. Practically gatekeeping community feedback.
@ literally, but cod has a problem by being so popular, lotta casuals, toxics, or trolls who’s input would create confusion or make the game worse. They also cant tweak the formula too too much and risk people leaving or trying out better things
As a developer of sorts who worked on a decently sized open source project, we used a lot of statistics. The way we realized one of the paths for an enemy type was too strong, for example, was win rates. We collected data about them for months. Compiled that into a pie graph. Then did buffs/nerfs. You need to find a good statistic for that specific case, track it for a long time and then act.
NPC comment. It's an extremely generic interview like there are thousands out there. In fact the answers are so lame the whole thing is probably AI generated and there was no real "dev".
It's 200GB because of the skins in the store. The skins are already uploaded in the files when you install the game, and they just rotate them according to the events.
Yes cause if not then every time you buy another skin you would need to download it. And this is why there are a lot of “leaks” of “new skins” and how to get them… like GTAO with the drip feed.
I would totally like that, honestly. Not getting appreciated for work that is "expected of you" can ruin your fun and motivation working on such necessary optimizations. But I'm not delusional enough to think anyone would care. If every patch would read ".5% better performance" we would be laughed at, since no one notices anyway. Either it's a massive optimization all in one go or leave it out of the patch notes. It feels like you hold a carrot in front of the customer "And? And? Do you like that performance boost? Yes, you like it. You see it."
I would love if games would more often list specifics about small things like that. I'm a huge nerd and would love to learn about small performance improvements and stuff like that.
I agree... As it sits, I have a half dozen games between 20 and 30gb, and the last AAA game I bought was Fallout 4... Massive marketing budgets, mtx, and recycled content have turned me off most games...
modern game, big file size for 4k texture which only small part of the consumer use, also mostly locked behind cosmetic microtransaction and publisher nowadays to stingy to pays for optimization since it doesn't make them money, instead they will focus their resources to make a new microtransaction cosmetic, which will bloat the game file size even more.
@@TricksterRad you are right man, an audio and texture can be compressed to 300-700mb (it depends) but they won't do this rather they will make cosmetic and bloat the game like windows
No mentioning of EOMM/SBMM which is the most important topic regarding CoD right now. But it's still insightful on what is happening behind the scenes and I hope you ask more.
All these games being hyped as "CoD Killer", when EOMM is actually the CoD killer. People REALLY need to read that EOMM patent. Everything in the game that requires action is gaslighting you. Then the Hit Reg in BO6 is trash to begin with. ZERO reason for a meat shot to not even do chip damage, then on top of the game playing you. It's just not fun. I don't know how playing a game that is rigged is fun, but I guess that's why cheaters per capita is pretty high for CoD. They enable the cheaters, and if a dev really wants to argue that, then remove the system. Otherwise I won't believe them. The patent is cheating incarnate.
Not a fan of these answers. I feel like they were very fair questions (I probably would've asked considerably more pointed questions) and they wiggled out of most of them like a politician.
This seems like fake content. They guy reaches out to you with all this care about staying anonymous, gets the most boring questions given and the most stock standard answers. There is nothing interesting or new here.
@@thepunisherxxx6804 yeah I get that. I mean it does seem kind of weird that a developer would just reach out to some random UA-camr but looking at how many developers work at these companies it isn’t unbelievable just quite unlikely.
All the answers are within reason what I had expected. That being said, getting the confirmation from someone so upbeat is a nice change of pace. Kudos for getting the interview.
a youtuber being genuinely surprised that his opinion isn't being treated by the devs as more important one than everyone else's. you can't make this shit up.
It was shockingly hard for me to tell whether he thought creator’s opinions should be treated as more or less important, still not positive but don’t want to rewatch that part. Personally I think they’re less reliable because I think they would lean towards being less honest and catering towards it being a viral opinion or getting good reactions. But a lot of UA-camrs might be one of the closest equivalents to a professional player/enjoyer of that game. So it’s hard for me to say
@@monhi64 there's a common joke about how most youtubers are narcissists and my comment was a play on that. as for what you said, youtubers have the same zero level of trustworthiness as gamejournos as there's pretty much the same amount of conflicts of interest when it comes to reporting shit that can't be verified in an objective manner.
20 year dev here which writes 3D simulation systems for government and military use. 4-8K textures is a waste of space and increase hardware costs. Studios can cut down asset sizes by using smaller textures which is layered and blended with procedurally generated textures to create many variations of surface information. It can be further cut down by using channel packing techniques. Combining these techniques will cut down memory, GPU and storage space requirements. Audio samples can be kept at 44100 as anything beyond that is negligible for the average gamer. 3D models should be distributed as binary formats to cut down on size and also to improve performance. Another issue is the game engines, extremely bloated code base with way too many dependencies which ships with a lot of unused code. It's more efficient to write an engine around the softwares requirements instead of relying on slow bloated code like the laughable Unreal, Unity and Godot engines etc, seriously disgusting programming. Imagine waiting for assets to import and material shaders to compile 😂, and still not doing PBR right, wtf?
@@brahillms1374Godot is not going to be able to make something that looks as good as Call of Duty. Godot does not have a modern shader capabilities that modern engine have. If you actually use that engine you would know this. Also the only reason that the engine is so small is because it is literally designed to be lightweight meaning that it literally misses the majority of modern graphics rendering. If they were to apply that to Godot it would be in the GB range. I swear people having absolutely no idea how game engines work shouldn't have the ability to talk about it.
Based on how this comment is written and the amount of ignorance in this comment, first of all no you're not, secondly no you don't, and thirdly you don't know what the f*ck you're talking about. Stop the cap
@@stratejic1020 I do use Godot, and have been following its development since before the 4.x release. I have even been learning C# to use it more effectively. And with the upcoming 4.4 release ironing out the problems between the 3 renderers, I can see the barrier between other engines vs. Godot in terms of fidelity lessening a lot.
@brahillms1374 Still doesn't come close to the graphics you can pull off with other engines. Godot is great but it'll never really compete in the graphics area
@@davidwuhrer6704 Do you even brain? The witcher has far more content then call of duty yet call of duty uses more than 3 times the space. 150 GB is not justified by the "vast" amount of content the game has according to the game dev
"Keep them anonomous" proceeds to list their position as a back end dev, a long time dev at the company, someone with extensive history on AAA games before joining said company, and presumable exactly how long they have been working at the company (2014-2024). I don't know man, you didn't explicitly say their name but if the company really wanted to track this guy down then you just narrowed their list to at most a handful of people.
@@TDTProductions Or you're just full of it, Honestly think that Google and an hour is all you need to find this person, just looked and theres a fan page listing all the devs, what games they worked on and in what years. Took one Google search and about 10 seconds of scrolling. Yeah I'm calling BS on this one.
I'm a software engineer and one place my school really let me down was teaching me about compression. Obviously they taught me about principles like lossiness and basic information theory behind it. But they didn't teach me anything about how compression and more importantly decompression is actually implemented in the real world. Better compression is more expensive and it requires DEDICATED HARDWARE to keep up with modern demands and that's why certain systems can handle different levels of quality with streaming, because the system might not have access to hardware decompression for the latest and greatest algorithms. Modern compression/decompression is no longer a software issue
Are you working in the industry already? I’m a SWE too, been in the industry for around 5 years and tbh no matter how skilled you are about the tech you probably won’t be able to implement it anyways because it’ll mess with the made up agile points BAs and PMs love so much. Agile is made from the scratch to basically force controlled mediocrity.
The content creators sounding the alarm makes genuine sense. I’ve listened to only the response the dev gave so far and yeah, the reason they look at issues brought up by creators is because if they don’t fix it(if it’s a genuine problem), it’s bad pr. Every time. The fanbase gets mad because they’re pointed to something they should be mad at instead of figuring out for themselves.
Hey! I love your content so much and I’ve been watching since the good ol destiny days when it was just Mesome77, I’m so happy you haven’t quit content creation after the fall of d2, and I hope your videos keep doing well. I want you to be a top creator!! Good luck tdt you always release bangers!!
This dev need a pay raise tbh, they know exactly what is needed and dont seem shy to answer truthfully. Wish companies were more truthful with major changes ie character designs and over censorship
For that last question he said nobody notices the little frame time tweaks. Hard-core pc tweakers like me do. I had stayed away from cod for a while but I tried out bo6 and the animations hit boxes everything felt so much smoother then previous titles I found myself really immersed and enjoying it. They did a great job on the back end, The game runs beautifully on my rtx 4080. Keep tweaking brother the homies ps5 be struggling lmao. You are bringing ppl back to the franchise.
I love hearing about/from these more positive game devs. Gives me a lot more hope that these bigger studios still have passionate people. I'm going into a field where I can finally start using the programming skills I've developed, and I'm glad to know that if I ever make it further, there are still people who are in it for the passion, rather than the money. Looking at the surface, it feels like most of the new big "AAA" games and their devs don't care about what they do, and only care about the money. But at least hearing from a backend developer who seems to be passionate about what he does, is really assuring.
This is why I prefer to censor things with flat grey opaque rectangles. Can't recover the data that was there if it's been wholesale replaced. You can even do this in a way that makes it look like it was censored by blurring but all you did was blur a flat color primary shape. Or you can use a spraycan tool on a blank section of canvas, make sure there's multiple shades and colors but no transparency, blur that, and then stretch/crop to fit over top of whatever you're censoring. A poor craftsman blames their tools, I could do all this in MSPaint if I was pressed to do so.
Subscribed. Great video. Really interesting to hear about the behind the scenes. Other videos I’ve seen where content creators talk to anonymous devs its usually where it’s a dumpster fire of a game and you’re hearing the drama. In this case, with the game being pretty good, it was good to hear the behind the scenes on a good game and it not all be drama.
what are you even talking about, this video/the content of the answers was generic and not nearly as „eye opening“ as stated in the title. this tells us nothing
The threats and hurtful language from gamers to developers is ripe in this industry. It doesn't matter if you're working for AAA or a solo indie dev, you'll see hateful feedback, it's unavoidable. As an indie dev I gotta tell you, you need a thick skin if you want to read feedback yourself.
True although that shouldn't be necessary. I'd think that gamers should have the common sense and understanding that devs aren't pouring years of their lives into a game because they hate their players. Problems like these almost always go back to publishers, shareholders, investors, and executives. You do unfortunately need thick skin for this line of work but the fact that this is even necessary in the first place is sad and ridiculous.
@@MrEffectfilms Yeah - If I get into game development in the future, I'd most likely do it on my own - I rather have complete control over what I make, instead of bending to the will of a giant company and overbearing board.
@@dangdudedan8756 True, it should be ok, but how often have privacy settings on sites like facebook or twitter gotten changed as a result of backend fixes? Sometimes safety overkill can be warranted especially if someone’s livelihood may be on the line. Though I’m sure TDT is being as careful as they can.
this was lots of fun. I'm a developer myself , and the responses seem very genuine and totally coming from a game developer. I'm not a game developer myself, but as a fellow developer, this person feels 1000% (yes I know the added zero) legit and honest
As a back-end dev working in the gaming industry for millions of players. My responses to those questions are basically the same. Game development is a fast paced software development environment, so bugs pile up and dont get fixed as fast. Which honestly can’t be prevented. You can’t just hire devs to fix the bugs, since fixing bugs is an energy drain.
The answer to Question 10 confirmed to me this guy is probably not who he says he is. Making a code change, especially the one used as an example doesn't make the game brand new game, which makes the answer a bad answer. Someone who is a back end developer is probably going to be smarter than this.
So I considered it when you started doing spicy clips.. but now I'm certain. Honestly, I think between you and a few of the other good content creators, we could get a community driven "G4" content stream (lore, spicy clips, interviews, collabs, etc.). I absolutely would love to see more investigative journalism from you man, this is great! You've always had a great way of breaking things down that's analytical but easily followed, and I think the gaming community would enjoy more stuff like this. Keep it up bro!
Thank you SO much for doing this interview. It was great to get it from the source, and not just speculation. I hate speculation. It's a waste of energy and often services no good.
What did you leak exactly that was eye opening? This stuff is bloody common sense. You're telling me this guy could lose his job if word got out about this basic stuff?
Go reach a mid to high level position for a coporation and then tell a public personality everything you know about the company's inner workings. You'll see how much the company values you- hopefully didn't sign an NDA
@@Alduinhead"everything you know" if all you've learned after 10 years working at a place was this information, I'm sorry for your employer because you've been 10 years sleeping at your desk. The "leaked information" here can be inferred by anyone with a passing interest in computer science. I don't doubt our noble whistleblower's credentials, but this is really, really basic stuff.
Bro started by saying the dev wants to remain anonymous then went on to tell us he started small in 2014, still works there, is a back end dev, and has worked on games for decades. That filter alone creates a shortlist.
"I promised to give no identifying information" *Proceeds to give a bunch of specific time related information that can easily be used to figure out who it is.* Bro, just say he's been in the industry a long while, keep it vague. Giving specific dates and things they do is more than enough information to sink them. Regardless of what they said, if they said the video was okay, better to be safe than sorry.
I’m sure a game like COD has a lot of detail that goes unnoticed by the average player. That’s why the hard drive requirements can be so high despite it not looking much more realistic than other, smaller games.
Amazing video, great interview questions, cool insight, I especially liked the question about “what do you wish people would notice more” essentially, it made a lot of sense but I never really thought about it
Those were some very modest answers which most likely wouldn't put their job at risk. Feels very click baity with the title and suspensful pretext. I feel a lot of these answers I knew before however I did dabble in game development for 4 years so maybe I know the woes of dealing with mindful costumers/consumers.
Ah, yes, all of the non-answers that go into little detail and have the PR filter applied to them. This is most certainly a western, AAA game dev...smh
I hate to be the guy but nothing particularly new about AAA game dev was revealed at all in this video, certainly nothing to warrant firing this developer. It is refreshing to see someone working in what is otherwise perceived as a machine of the industry generally enjoying their job though.
some of these companies can still be quite tempermental about that. the developer of choo choo charles had some words to say about the process of console porting. namely that the NDA kept him from sharing even "haha, that's a funny bug" cuz "OMG, TRADE SECRETZ", as if ANY of that stuff was in any way going to result in a leak of sensitive data. [it won't]
meh, modern game creators suck these days in the AAA, because the company itself sucks. It is the people at the company that makes a good game, not the company itself...Just look at Left 4 Dead and Back 4 Blood. Modern developers just suck comparitively to the greats of the past, that put heart and soul into their work. They looked at it more in the sense of a game and art, instead of a product, but now, it's all about the profits. What's funny here, is that greedily pursuing nothing but profits, will more than likely actually hurt you in the end...who knew?
Nowadays AAA developers are nothing but cogs in a corporate machine, adding features decided by a bunch of executives. Back in the day they weee the guys leading every aspect of gaming
I like that you give context to your questions and talk about their answers. Interesting why you asked that specific one that others might not understand why at first.
In my eyes the best conspiracy theory is that the game is big in general to keep you from getting other games in your drive so the game has more dominance over you.
"Bubbly personality", "Wholesome", "Bright personality". Seems like someone was starstruck, and could have found deeper questions to ask. Why would the customers care about two CoD games having different code? We play the game for the gameplay. If that gameplay feels the same across CoD titles, then that's the useful customer input they get. Bringing up unioniziation, however, is probably the most important thing you could do. Thank you.
why bother with the code? better code is a very important thing that people just dont really understand how hard and time consuming it is, better code helps with optimization, stability, compatibility (both for older and newer systems), preventing bugs, security (for multiplayer games), mod support (if any), AI, and much more. any game that has this part done well can go all out with the visuals without murdering the performance as well
I want to make the dev feel valued for reaching out. They were a delight to talk to and I felt the need to call attention to it to humanize them more. I would like to do a follow up to this with more specific questions for sure tho
Why don't devs go out of their way to support Linux? I understand it's a small market, but it's more customers regardless. These days with all the the major studios pulling Linux support in favor of kernel side anti cheat, it feels as if the industry is "against" people playing their games on Linux. As a backend dev, his take would be majorly interesting on this one to me.
I doubt a backend dev can explain the intricacies of Linux support at all. In the backend for example, linux is actually just the defacto OS used, tho, with VM technologies and cloud integration it doesn't even matter that much. In the frontend the platform can matter alot more, almost to the point of stupidity. For example, iOS stores memory in such a stupid way that a crossover app that cares about securing against any hacking app that can scrape data out of memory often has to be extra careful due to ios lack of security precautions for privileged actions.
Because most people run games on Windows, and even Linux daily drivers probably have a Windows box they use to run games with. Games (including some fairly well known ones) may have Linux ports, but it tends to be the more nerdy ones because apparently Linux users are nerds or something. For everything else, there's WINE, and its various derivatives. Why make a native Linux port when players can just Proton? Not to mention the more penny-pinching publishers who insist on crappy DRM on everything, which is about as popular as a fart in a cathedral to many Linux users, where most Windows users don't even know what DRM is, let alone why they should care about it enough to not buy the next Big Shiny.
@@technicalfool yeah, that's what I'm talking about. Why are so many games pulling "proton" support in favor of kernel level anti cheat instead of say working with valve to find an alternate solution that keeps Linux people able to play a game. I know people play on Windows, but there are people who would prefer not to. And then there's the whole aspect of MS shouldn't basically own the PC gaming industry. Being a backend dev, I'm sure him or some of his collegues would like Linux support or prefer Linux over Windows, and to be clear when I say Linux support I include proton in that.
@@sjones72751 kAC is typically a publisher-imposed algorithm. I doubt devs have that much say. And if you'd wonder why don't they try to support Linux versions of those, the cost of testing Linux -- ensuring they work as intended -- can be unreasonable depending on the projected amount of Linux users.
@@ronelm2000 the main thing I’m actually upset about is the “pulling” of support for games that used to work fine on Linux. It’s always because of kernel anti cheat. Battlefield games, gta online, and just recently apex legends as well as others have been doing this a bit more lately. So the cost has already been absorbed. That and it’s not like you would spin up a whole separate infrastructure. You would use you existing tooling, devs, and QA because (at least in protons case) your still using your windows build. I don’t see how it could be that much more costly. But yeah. I’d be interested to hear a game devs perspective from one of the big studios, whether he’s backend or not.
I really hate current games that data weights more than 100GB. There's no possibility to select what version you wanna play and download needed content, like for 1080p or 4K. Only War Thunder offers that far as I got. Also War Thunder offers do download limited textures for Air objects, or ground objects if you plays only Aircraft or Ground forces. And that approach I would see i most big releases.
It works but Im pretty sure only with the games between mw(2019) and bo6 with mw(2019) being included. But sometimes on console it will state you have to have the entirety of the game installed because when you install it, it doesnt just start with campaign then let you pick others, it's (on ps anyway) "ready to use" after campaign is installed then continues installing the rest anyway.
Really stoked you made this video. Hopefully you don't get lambasted with accusations of being an apologist or shill, because I don't think enough people appreciate how complicated a clock a computer program is, let alone a video game that can simultaneously have 150 people all doing something different and simulating choices and outcomes in real time. Yes, there are shady practices studios engage in, but going after the devs and anyone making the game WORK, is like shouting at the check out clerk because apples cost too much.
Absolutely love this video, my thanks to both Mesome and the dev. Toxicity within the gaming community is only making conversations like this more difficult to achieve. And the idea of everyone, even a skilled worker in a dev team, being treated as expendable is terrifying.
It's great to hear these answers from someone in the field, especially when it comes to feedback from creators. If a creator starts to dislike something about the game, and that creator is streaming to tens of thousands of people, that's going to cause concern for the studio and they'll want to fix that ASAP. If those tens of thousands of people get the same impression that creator has, it could turn them off before they even try the game. While gamers and devs need to be accountable with each other, it's also important that gamers are accountable to each other as well. Sadly, that likely isn't to happen as some creators see the game as nothing more than a way to make money, but hopefully this can serve as a way to let each other know we need to check ourselves without cannibalizing ourselves. It's also great hearing about the inner workings as well. We got alot of armchair devs that think they know everything, and while we CAN use our experiences to form opinions, we shouldn't solely rely on those experiences to try to "improve" the game. We don't know how the studio works, some might not even know how to use a print command. This'll hopefully make people think before they say something like "Oh, this fix is so easy, just do xyz and abc will magically fix itself hurdur".
This was an awesome video, more like a breath of fresh air especially since that theres rarely any heart to heart interaction between gamers and devs at all
Well its pretty simple math. So a game costs $70-80 and is 200gb. SAMSUNG 870 EVO SATA SSD 500GB=$53 USD So you get 2.5 games on 500gb ssd drive If you pirate games that cost can be redirected to the ssd. So instead you get Samsung Electronics 870 EVO 2TB $186 USB. Three pirated AAA games = saved more than cost of 2tb ssd. Then you can use extra space to pirate everything else you like.
YT is deleting my replies but those ssds you listed are trash prices... You need to do some research and see that there are cheaper and better ssds out there. For example, something like the 1TB pcie4 Kingston NV2 is only $55 USD! And a 2TB Silicon Power UD90 is only $90!!! Find better deals out there
Not to mention those ssds you listed are also SATA!! Nvme SSDs are literally the same or cheaper price compared to those SATA ssds for better performance...
This is exactly what I expected. People don't understand how game devs operate. But they're just people who happen to like to make games. They're just as flawed as we are, just trying to do their best.
2 години тому
I kinda feel this made with MS/Blizzard. It doesnt feel like ”leakes”, more like, ”we know we make mistakes, but we try our best”.
This is generally how most software developments work. You have your code reviewing, testing, QA. Bugs always get through the cracks. These bugs are prioritised by priority/criticality and severity of the bug. A lot of what people don’t understand is that some bugs are an absolute nightmare to recreate or capture. This is why sending your crash logs back to the devs is vital to speed up the process.
As someone who worked in food service for years: Saying your favorite part of the job is the coworkers is code speak for "I hate my job and the people I come into work are the only reason I show up; if they were to leave , I would leave with them."
**EDIT FOR COMMON QUESTIONS:**
*1.* I appreciate that a lot of people are worried we overshared about the devs background. The dev cleared the video before we hit "publish" and I have a taken other precautions to make sure they are safe behind the scenes. Trust me.
*2.* Others feel the content is fake or too generic. I understand the thought process but I wanted to ask more broad questions to not only protect the persons identity but also to get a good scoop on the industry as a whole as opposed to JUST CoD, and so that if they are willing to do this again AND you all liked it we can ask more specific questions from comments. I get where some of you are coming from so I hope this helps clarify the reasonings
*3.* Lots of comments about reducing texture quality to reduce size. I cant say for 100% certainty but my biggest goal in this was to create a space for devs and players to communicate safely. I would be shocked if the dev (or other devs) dont read the comments on this.
Incredible opportunity for us. Again thank you to the dev that reached out.
If you think this is worth a follow up, help the video out by sharing it around.
I would rather you falsely believe I made this up rather than getting someone fired. If you don’t believe me that’s fine, it’s the internet anyways. But if you want to entertain the thought it could be true, ask a question for a potential follow up!
@@BaileyMagikz 🤡
you leaked him i found him on twitter.
I’ve worked in game dev since 2005 and have shipped 6 aaa titles and more recently about 6 years of “seasonal” type releases.
There’s always bugs, we triage and fix the known bugs with the highest impact first. features ship in a quasi finished state (aka with bugs) and receive updates over time to improve the experience. Generally, our community managers would monitor forums and other places where the public comments on the game and issues with lots of comments or upvotes are moved towards the front of the fix queue. So if you really want a bug fixed my advice is post it online then hope others also upvote.
We regularly held private gameplay sessions for content creators gathering pre release feedback, but in all honesty the upper management is more concerned with bringing new users in rather than catering to veterans or content creators so this feedback is generally put in a designers back pocket for a future release. But yes lots of data is what drives development like the interviewer said.
Lastly, the destiny/blops dev hit the nail on the head about layoffs. Layoffs are a huge problem in qa test. Qa use to be a temporary role, this is no longer the situation due to continuous live service support. Yet qa is still treated disposable or temporary. It’s disgusting, the amount of passionate and bright qa ppl these companies shove out the door is crazy. Qa is a revolving door of brand new industry people and is apparent when each and every game launches in hot mess of bugs that stain the game launch. If our qa had a stable workforce with experience our game would be better, but that would mean these billion/trillion companies would have to treat qa like humans by providing compensation and benefits. It’s cheaper to put some random person off the street in qa than it is to retain talented experienced qa already working there.
As a simple enjoyer of video games I have started to indulge myself further into the gaming world, as I wanted to find the answer to why Battlefront 3 isn't being made.
Finding this video has given me a new perspective on how games are made. I knew they were difficult and time consuming but I didn't know there were this many layers to developing a high budget game.
Hi, software engineer here.
Think of devs as small employees, ants working tirelessly to meet the demand of the customer that was offered by a higher up. They sell the product and promise deadlines to customers/clients, that WE have to follow or we are cut loose. This is how passion turns into chore...
@@ChampyOnPC Dude, I am starting my bachelor study software engineering next year and this sounds horrible. Is this usually the case or only in specific fields on SE? I am mainly interested in game development, cybersecurity or applied artificial intelligence
@@sudowtf every corporate job is like this.
I work in the same field. Sometimes, it feels like you're in the engine room of the enterprise, the Titanic or whathaveyou. You don't see where you're headed or WHAT we do, you worry about HOW we do it. The majority of the time, I only have a general idea of what our features are used for. When there's an iceberg, I have at least 3 captains of various ranks above me who will bicker about whether the ship should go left, right or straight ahead, but whatever happens, I'll definitely be the first one to drown.
I sure as hell hope that those promises were first passed by actual developers to check feasibility. Something something nine women to birth a child within a month.
@@Celis.C Well it depends, from experience, having to judge feasibility prior to an analysis, which is when most of the suits and sales people make promises, is pretty difficult if not borderline impossible. For instance, if I have to integrate systems and I'm asked "hey, how long does it take to integrate X with Y" then I've no clue because I don't know what the integration actually entails.
The truth is that deadlines and budgets (and other factors, like sometimes silly higher ups on one or both sides who refuse to listen to reason) will inevitably gimp whatever the developer or developer team has given as input. You could say "that's how the real world works" but honestly it doesn't have to, but as long as we keep paying suits ridiculous amounts of money for what honestly amounts to faffing about, that's how it'll be. (I may be a bit upset at a recent project going sideways when I piped up from the beginning that things are being done in a silly way for this and that reason :D)
>we gota keep their job history a secret!
>anyway so here's their job history
This was so painfully generic that I don't believe that they'll get fired even if the COD team figures out who had participated in this.
I mean he even mentioned that the dev allegedly made a twitter post that got picked up by gaming tabloids. That's gotta narrow the scope quite a bit.
@@NumbersLetters_Along with a hiring range and games shipped. Good interview but needs to be more careful.
You're assuming all the information given is correct and not intentionally false/misleading.
@ kinda seems like a necessary component if I’m to watch an informational video and gain anything from it.
Otherwise I’d probably operate separately from an assumption of that kind.
By the nature of these questions and the dev's answers, I wouldn't call this person a "leaker". This is just basic transparency that should be a part of any community manager's job.
Agreed, I am hoping to get more specific questions if we do a follow up on this
Yep nothing leaked, nothing eye opening. If he actually came forward as a dev willing to leak information this was a huge missed opportunity. Idk if this interview even broke his NDA with these questions and answers.
@@sQuaTsiFieD it either violates his NDA, or he tried to be extra safe with it...
It is likely that with the amount of information given his employers know who he is, but random people need to do a lot of digging to find out... it's probably just to keep his twitter un-flooded with dumb questions
@@TDTProductions man its pretty obvious this isnt a leaker lol its a management position pretending to be a leaker to plug for unions. its pretty simple. shes in a management position and its painfully obvious in the replies. theres a million and a half design choices for backend like why in the hell choose the texture streaming model? why is your game insanely unresponsive, either with menus or anything? why is the textures for literally everything in 4k or 8k when only select main visual pieces really need to be.
@@yeeter7090 I swear, a couple answers in, and I was like "bro this sounds like someone at PR is answering these questions", because when people leak stuff, it is usually negative information that hurts their organization.
If 4K textures are so big, then why not go the way of capcom and make the 4K textures a free dlc (literally halved the file size in the case of MHW). Not everyone has high end pc’s with 4K monitors. It’s probably fair to say the majority of gamers don’t go much higher than 1440p
Even with a "4K" monitor, you probably can't see the detail, anyway. Spread a 4096*4096 texture over a square metre, and each texel will end up a little under 0.25mm in size. That's comparable to the size of a pixel on a regular monitor (500mm wide divided by 1920 pixels, gives 0.26mm per pixel). Now, how far away are you going to be looking at that surface? I doubt it's going to be close-up enough that the texels match up with the pixels on the monitor.
from the steam charts, a majority people still play in 1080p (57.3% to be more precise). it's even eating back from the 1440p trend that was starting. the last survey data i saw (october 2024) saw a 1080p surge of 1.6% with a drop of 1440p by 2%. less then 4% play at 4k via steam, it's the 4th most used resolution
You will see the difference between 4k and full-hd textures even on full-hd screen. The textures have to be hi res to look good
@@IMPRESSIONplay1 Yes, and my wallet looks better for choosing to max myself out at 1080p 60... Every game I "own" will run at least 1080p medium at a "playable" framerate on a sub-500 dollar pc... Switching to 4k would mean upgrading basically every component, not to mention a new monitor(s), which would essentially double or triple the price, to play the same games, and like most people, I can't justify that...
Y'all do realize LOD and Mipmaps are a thing, the file might be 4k but there mipmaps can display a lower resolution image, either from farther away or at steeper angles. But if you are close and look flat-on it will display the high-res layer. I messed with Mipmaps in BF1942 modding
"It's all the textures! That's why the game's so large!"
*Over 9000 skins per each weapon, over 9000 player models, and over 9000 advertisements for each of them*
Yea I wonder why that is...
"It's over nine-THOUSAAAND!!"
Sorry, I had to.
You must preload
ALL DEM ALL DEM
As already said he is a back end dev and might not be the ultimate decision maker
@@Mir.Hammal.Baluch indeed the ultimate decision maker is the investor that require a game to make 5% more money than the last at the cost of players
You'd be surprised that models aren't the biggest thing that takes space, the reason guns look detailed is because of textures and materials and normals etc, models can be easily smoothed without using absurd amount of poligons
"Western Game Dev has been here."
"How do you know?"
"200 gb install."
90gb of game
110gb of game breaking spaghetti code
Edit: everyone is so pressed and it’s funny
i dont get this, with multiplayer and zombies only installed the game is 50 gb, the campaign adding only another 30-40
@@HunterAnsorge-ok9jk Code doesn't take up much space. The entire Linux kernel is only a few MB once compiled.
As the dev stated; it's mostly models and textures which take up a lot of space and they can't have too much compression as it would impact performance.
Especially when streaming assets. It's taken for granted how many clever tricks and frankly genius systems developers use to make large areas playable.
Games hide rooms that are invisible for players, static lights are pre-rendered and baked into the textures, fake windows on inaccessible buildings, dynamic LODs, etc.
And that's on top of what engine devs are doing. (E.g. making the game compatible with every type of CPU/GPU config, accounting for resolution changes and window switching.)
It's easy to blame "Spaghetti Code", but even if you follow industry standards you can run into unicorn issues like:
"Game runs at stable FPS, but reactions to inputs or damage are only processed every 2 seconds if the game is running via RDP on a physical GPU without a physical display connected", "Game freezes every 2 seconds if running on a CPU with an odd number of cores" or "Certain objects displaying as black squares which get stuck on screen when running specific DirectX versions" (Actual issues I've encountered.)
@@HunterAnsorge-ok9jk I dont think I need to actually say this but I will anyway: The actual code that creates the mechanics of the game is likely only a few MB. As they said, most of the file size comes from the textures.
@ idk about that, I play battlefield 1 and think it’s graphically peak
I think the meaning behind the last answer is sometimes an exec throws their weight around to get a dumb change made, and sometimes the head developer is able to say "that's stupid" well enough that the exec backs down. So it probably depends a lot on who the exec is and who the lead dev is.
may i ask what bird you profile picture is?
@@anoncuber1510in cases like this use Google lens to search the image (or iPhone alternative)= common grackle 🐦⬛
@@anoncuber1510 it's a Greckle
I think maybe its more along the lines of “Sometimes the exec makes a bad decision, and team may or may not be able to stop it. Sometimes the team makes a dumb decision and the exec may or may not be able to stop it.”
Which does make sense, as game developers are not perfect creatures and can make bad decisions. Take the person who did all the weapon balancing for Helldivers 2. The fuckin CCO of the company had to come down and fix all of the decisions that dude made
My interpretation was more like: The exec want this feature to happen but it's just too unpractical / difficult to code given our current infrastructure. If we do [insert alternative] instead not only will it be better but cheaper and faster to make. Better not waste weeks into doing something that we might not manage to actually make it work. And the exec would like "ok then, I trust that this alternative is best".
My other interpretation is about choices that the exec have no expertise about. Like say... the dev tell the exec point blank that they gonna this or that technology moving forward and since the exec doesn't actually do the coding then would say yes.
I have some experience in web development (not game development) and this would happen occasionally where we realize that the specific thing we are trying to implement in the code isn't working and we have to either work at a loss to finish it or pivot to something else.
"Why is COD the only game where you have to restart after an update?" and "Why are shaders taking THIS long to compile, most other AAA games like Fortnite, Apex, take considerably less time to compile than COD".
@@slubus because they need load their so-called 4k texture and high-poly models, which btw no one notice
Each update needs a restart to make sure it’s applied properly I presume (a lot of things could go wrong when there is that much code) and the reason it takes this long for cod to compile shaders is because of how much decompression there is on textures to make it as small as possible and you compile it to make sure everything can be accessed as fast as possible
@@S.M_Gaming. dude, as a hobbiest in terms of 3d, you can defo notice. If the models were any lower, you would be complaining about how ugly the game is. Also they have to keep expectations of being "realistic" to ensure they are keeping up in the game space.
"Why is COD the only game where you have to restart after an update?"
This is because some games have the ability to use server-side configuration to change/update stuff on the client instead of directly modifying the client code. The client is designed in a way to behave based on inputs from the server, whether that be just config values, or evaluating actual code at runtime.
@@slubus a lot of games make you restart
American devs: They're gonna love these uncompressed 3gb 8k textures of individual photorealistic toilets.
amercian gamers : "my computer would let off a nuclear blast just trying to load this, i'll play something else" besides the insane bandwidth required to do downloads/updates in the first place. [which also means wait time...that's always fun when you want to play a game]
American UA-camrs: *soyface* BLACK OPS 6 IS THE BEST YET?
That game size answer is straight up BS, RDR2 is 150GB and there’s no way cod has 10% of the content that rdr2 does.
I was hoping he’d admit that the file size is huge because it saves them time and especially money. He hardly answered the question at all, was pretty annoying. Even if it turned out that COD is highly optimized storage wise compared to most games it doesn’t really matter because they have little to show for it. COD is also a notably small game that relies on reusing assets like the maps like you said. It’s insane that in the era of near infinite storage compared to the past we’ve regressed to modular games because gamers can’t store the whole thing
Textures aren't game content per se. If you have a single room with nothing to do in, but everything has extremely detailed textures, it will take thousands of times more space than a space exploration game with millions of planets and no textures at all.
"4k patch is big and don't install everything!"
My question: why force us to download war zone that CAN'T be deleted.
@@opinionsfromfil1840 as a dev myself, I can speculate that those modular download systems are fairly recent. There is alot of technical work behind making sure modules don't trip over any DRM and the modularity can't be used to set uo cheats either.
The only way then (before module system) would be to limit textures to 1080p (4K is an absolute beast requiring 16x more space), but I doubt that higher-ups will want the game resolution to be purposely nerfed. That also basically means 4K as a default to appeal to the lowest denominator who may want high-fidelity by default.
@@opinionsfromfil1840 but you are literally not forced to do that anymore.
This was a problem during MW19 but now? No one forces you to download warzone.
@@ronelm2000 Yeah but like there are several games you could play before even finishing the full download for a while now. For example the Battle net launcher lets you run whatever game once its in a "playable" state. I had my Starcraft 2 download sitting on about 80% for like a year.
You don't have to download WZ for BO6 anymore.
you can uninstall warzone since MWII
"Why are games so big?"
*Gives a non-answer.*
Yep, I believe they're a real game dev.
i like how the 4k textures were practically a side note in the text.
"you know there is many factors to why it is unoptimized, we cannot compress our 8048x8048 textures enough."
i work with a ton of 3d shit in my free time, i'm telling you when i say "you can make half your textures 512x512 or less" i'm not kidding.
you could replace 99% of textures in most games with 256x256 and i don't think anyone would notice.
@@SSS333-AAA exactly that’s what I’m saying
@@SSS333-AAA Smart use of normal maps and other detail textures can give materials a ton of quality with little performance cost, even with low res textures. I can't think of any real reason for having 4k textures outside of the novelty or marketability of having 4k textures.
@@SSS333-AAA The reasoning for bigger textures in reality is data streaming. It's easy to downscale on the fly from a bigger texture resolution. Most of the time your game is not using the 4k textures it is indeed using 512x512 but just downscaled on the fly. When up close to something it then bumps it up to a 1024x1024 etc etc
Not just textures. It's a big portion of it, but bespoke animations are a huge one, as is audio. All of which is far more complicated than anything going on by someone who is using techniques that solely come from youtube/Udemy (not a shot at the video, but there's a lot of dunning kruger effect going on in the comments).
7:37 As a developer myself, I absolutely feel and live the same enthusiasm as this person. You can just imagine how proud he is for saving that extra .5% of frame time. BUT, also as a developer, no one will care about it. It's the sad truth, but honestly it doesn't explain away pretty much every criticism gamers have.
Gameplay has to be the same, since that's what sells the game? Why is it a new game then? Why do people openly say that they want change then?
As a Backend dev, he doesn't have to concern himself with all this, I know. It would be Frontend developer, UX designers, PR and marketing people, or the managers that control the flow of issue tracking and input. But I think this was a very missed chance to get some insider info, from someone so senior, that I feel like should have heard anything about those topics in that big timeframe he worked there. But that could be a misconception from my own experience.
And the 200GB package management thing. Sure, I get it. But here as well, the consumer doesn't care. They don'T want to fiddle around with packages. They want to download the game and want it to run. No one buys a game and goes "alright, first I install SP, then I uninstall it and download MP". You're not flexible. You can't just jump quickly into MP with your freinds and take a break from the SP or vice versa. This is a UX issue, needing to be solved by Backend people as per criteria. No one would reasonably plan ahead, that they are now in their "MP phase" or something. IF a friend comes to you, you want to jump in, and not "sorry, have to download the massive MP first" or something. Good tech, disappointing UX. And that's why everyone complains about the total size, the package management doesn't matter. The dev also talks about 4K, that they're bigger than most think (which is true, even with the most optimal ASTC encoding, you still have a massive size for one texture asset) but how about not 4K then? Or offering lower res packages in the manager at least? Again, UX and art department, but has to be solved by the backend.
I could go on, but I leave it at that. The person knows their stuff, I sympathize with them. I feel it. But this interview was... not enlightening to me. It feels like all of it is pretty obvious to consumers (like the bug list before launch or that content creators are actually more important in prioritizing issues, just feels weird that this apparently needed direct confirmation?)
im not a developer but the same gameplay part is simple, if you are okay with the things how they are now you wont go out of your way to make a video/write a comment or do anything else to say that you are good with how the things are. in most cases it is the vocal minority trying to push something that they would like to see (there is nothing wrong with that). as dev said they lean on the data a lot so they know that most people actually like this same gameplay so they remake the game around the core gameplay and add other stuff around it because it will make the most money. since they are basicaly being managed by public company (activision blizzard inc) they have to try the best to turn out as much money as they can they make "the same game" because it would just make the most money.
I'm not a dev', but I have dabbled around modding, and discussed with modders that taught me that 4K is entirely uneeded for textures, solely serving to bloat up file sizes for little to no gain. Not counting the several examples of games that use lower textures yet still achieve absolutely amazing results like say Warframe.
I would enjoy more details, more explanations as to why some decisions are made against the consumers interest especially when the issue it creates becomes a sore point within the community of a game.
@@Nimi450 4k textures is kind of a nonsensical term anyway.
Art teams size the texture depending on the object, 4k textures means the highest resolution textures are 4k not that all textures are 4k.
@@user-sf8du It's not non-sensical. Textures can indeed have 4096x4096 dimensions for a single part. Part referring to a single partial texture for any model or decal. For example a jacket, face, graffiti, etc.
However, that practice is wholy unneeded. The first to respond to me mentioned it himself: vocal minority.
I would assume that as less people want the gameplay to change, as less people also care for native 4K. Most people don't notice a difference between 60 and 120FPS. Most people don't notice anything more than 2K tops. In terms of resolution it just panders to that minority, as the difference can quickly be shown. It's simple to market it and "simple" to create. For new gameplay, you actually have to involve the whole chain, so here that minority is ignored.
I like to use the Nintendo Switch as a prime example for how modern game development should be. The Xenoblade games. The Open-World Zelda games. They look astonishing in 720p or 1080p. And they run (mostly) stable on 30FPS (60 is also already on the verge of unnoticable, so not quite). THIS is what optimization looks like. THIS is what it means to care for gamers. Not the 57th FIFA or the 20th CoD or Battlefield that all play exactly the same.
I'm aware the companies need to make money, obviously. But Nintendo is able to generate tons of money because they are creative and actually reinvent gameplay of known IP's. Yet CoD or Battlefield are unable to and criticized for it?
Of course nobody would notice Because that 0.5 frametime saved is nothing compared more resources added in single update that makes game slower and slower , big and bigger , optimisation becoming trsah and more trsah , year by year
Ik something isn't in control on your hand .
Sorry to hurt you ..
( You don't have to take this personally) ..
- Genuine experience by persons who don't know sh$t about anything..
Lol it sounds like the marketing department sent a "dev" to answer this naive UA-camr's questions by "leaking" completely harmless and useless information.
@@clray123 Yes. These answers sounded super pr coated
@@clray123 they have too lil bro, if they speak too out of line they lose thier job. Its Activision Blizzard, upper management is ruthless
Fr
I could smell the PR training from the first answer. I'm disappointed that UA-cam showed me this.
You’ve lost the plot lol
2:20 i thought he wanted to stay anonymous that description narrows it down to a hand full of people
@@anonymousman34 🤣
Well, he is a software engineer, not a strategist lol
"did a game you work on ever surprise you with its end result?" or "did one bit of code ever interact in a beneficial way with another bit of unrelated code?"
🤦🏽♂️
?
They should make some download settings so you can opt out of the 4k shaders
@@100pwndragons that's why I stopped playing. I just need the basic textures for maximum frames
This is why I feel these sorts of interviews are SO important. Could open up communication between devs and players to potentially provide stuff like this in the future
BOCW did do this actually and all I can find are people complaining about it...
Well yeah, i don't get the point for any games to 4k all their texture, let alone one as default setting.
Default should be 720p or 1080p texture and let peoples choose to download 1440p or 2160p(4k) afterward.
@@TwinShards That's not how textures work...
0:29 I’m going to watch the video out of morbid curiosity, but I don’t actually believe a AAA developer really reached out to you and risked their job just to be an anonymous source on a UA-cam video.
@@MrJeffharper47 it's not that far to believe.
If I was in a gaming company and I see the decline of gaming industry and the smeer campaigns.
I'd probably stay anonymous.
It’s not far fetched at all. The odds of speaking with devs from big companies isn’t so uncommon in this age. I’m seeing it happen more and more, and every now and then it definitely dives into behind the scenes information- a sort of exposé.
Not just for the sake of their jobs… but for the sake of their privacy, it would often be better to stay anonymous.
@@MrJeffharper47
I agree. This sounds like bs
He worked for multiple years at the company. His position is in the backend atm. He worked his way up. He made that tweet once.
This guy is tracked down in 30 seconds... Dev teams aren't that big and usually have at least quite a bit of fluctuation.
Additionally, nothing of value was leaked or included in the video.
I suppose a Dev can easily come up with any of these answers, even if they never worked for them...
"the game changes but people just don't see it". From a backend Dev. He should be smart enough to know that nobody notices these frametime things. Most people just want a quick game and at least no awful frametimes...
I'd call this whole video a fake. Nothing of actual interest was shown... No actual insider knowledge at all...
you mean, after he explicitly said he verified the credentials of the person he was speaking to? lmao
it’s bc he’s the anonymous dev all along. you’re ever worked for a job you didn’t have negative things to say
"Why is the game's filesize so big?"
"We've made the game modular to offset the problem of it being so big."
Okay, but...
he explained it pretty thoroughly: the way to make it smaller would be to COMPRESS ASSETS but if the thing you're loading is compressed that means you need to decompress it, which costs performance! so they have a tradeoff between your framerate and the install size, and they are choosing framerate. this school of thought won out at big studios during 8th gen, because these consoles had really weak CPUs and the most common genre for big budget productions was various flavors of "open world". other games can decompress assets during a loading screen, and I would expect COD to also do some of this when you start up the game / load into a match. but once you're playing the developers avoid decompressing whenever possible, to free up the CPU.
totally agree.
and it's not like compression is the only way to make assets smaller, either...
in terms of *just* filesize optimizations, there's options like color-indexed textures/images.
vector formats [namely, binary ones] are also great. for much as people love to hate on adobe [which, deserved, you won't find anyone to dispute that], this was one of flash's greatest strengths. if you use the format right, BIG [as in content] games do not take-up significant filesize. and as for "but performance!" in regards to using vector graphics : nonsense! just as "you can't run 3d in software!" [you can, you just can't do UBER-HD realtime 3D graphics*] you optimize them in exactly the same way you optimize 3d models.
*and that brings us to points 2 and 3. why do you need HD graphics? why do you need realism? you're actively alienating countless gamers by driving the system/bandwidth requirements through the roof. some are at least privledged to afford a beefy rig or the latest console. but internet bandwidth is an entirely separate issue. from a creativity standpoint, it's also ruining games. not only do they play the same, they look the same.
an extra bit : not all compression schemes are equal. look-up QOI or the Quite Ok Image file format. invented by, basically a random smuck, as an attempt/experiment to build an image encoder/decoder + format that's faster and less complex than PNG [and JPEG as well] it can additonally be compressed with something like DELFATE, but by default, it produces comparable results as PNG. hardware compression is also a thing, but it can tend to be lossy as a compromise for optimizing speed and complexity.
as for modularity, i'm actually quite fond of the concept, plan to use it myself. but not like this. the idea of using it as a band-aid to increasingly large filesizes genuinely bothers/disgusts me.
@@forasago the downside is that you need a modern GPU with a ton of VRam and much more disc space.
Their answer included a lot more detail then that one caveat...they basically explained its a tradeoff between large uncompressed files (or not as compressed as they could be) for better performance due to less demand on the hardware, vs compressed small files that are more resource intensive. They choose bigger file sizes because they'd rather it perform better. What are you not understanding?
Are you wanting them to explain why they choose to focus on high quality look/sound etc instead of looking like an indie game with 48x48 pixel-art textures? I think that would be obvious, 90% of players would rather focus on the look and presentation of a game then the underlying mechanics. Otherwise, more people would be buying and playing indie games than AAA games. Its the most common denominator and the biggest target audience: an audience that wants hyper-realistic life like rendering. This isn't a question you need to ask the devs, the public market proves this is the case. If this wasn't the case, CoD would not be as popular as it was, and people would stop buying the new versions.
Now don't get me wrong, I think gameplay and mechanics trump presentation and visuals, but the majority of game buyers don't feel that way. If you feel like that's wrong, take it up with your fellow gamers, they're the problem, not the devs making games that focus on realism. Devs would quickly change their minds if realism suddenly stopped selling games and people refused to buy.
3:32 I hope content creators dont have a big say in stuff. They are the top .1% in games and shouldn't make decisions for the rest of us
Mesome thank you for sharing this. This has honestly been informative, for me as a aspiring game developer. I got insight into one of the biggest companies in the world, and for that i say thank you
Re: governments not upgrading things because “ancient and working” is better than “new but unproven”; San Francisco’s public transit agency is just now paying to upgrade their system away from using 5.25” floppy disks in the year of our lord 2024.
Not the hard plastic 3.5” floppy’s with the clicky cover on the opening from the 90s, actually floppy big soft floppy disks from the 70s.
Always loved that irony, the floppy disk is hard and the hard disk is floppy.
Not just governments, but anywhere where lives depend on it.
My inner paranoid gremlin would advice against even using a timeframe for how long they've worked on the COD franchise. As broad a timeframe as that is it can still be used to narrow down search criteria, since I would assume the company would keep track of how long each person has worked for them. Simply saying they've worked on the franchise for a long ass time would've sufficed.
The devs' words speak more for their experience than the timeframe ever could. Good vid.
We have them covered is so many ways, dont worry
@@TDTProductions It itched at my brain, had to say it.
@@snubbe0930 its probably not an accurate time frame
@FiveMissiles core tenant of paranoia is to cover your bases. If the possibility exists, it is a risk.
the bit about handling PR, too... if a major publication indeed put a story about "this guy was threatened on twitter!" , that's pretty specific as well.
I recently switched from COD to The Finals and the devs STRICTLY use input from the community to change and better the game. It feels so responsive and like we’re close to them, like the individual complaints actually matter.
Xdefiant is the same way... I came from CS and COD, I'm never going back to COD....
I started playing Arma 3 and now I help fix issues with script in discord for Arma reforger...
Буржуя спросить забыли
I've been saying this for a long time. Shielding people from feedback is just stupid. It puts the Community Manager in power, prioritizing feedback that is either minor or noone even asked for. This Shielding is exactly the reason why you read on every COD game that the devs just dont listen.
They cant listen, if someone filters their feedback and they only get what this person deems worthy. Practically gatekeeping community feedback.
@ literally, but cod has a problem by being so popular, lotta casuals, toxics, or trolls who’s input would create confusion or make the game worse. They also cant tweak the formula too too much and risk people leaving or trying out better things
As a developer of sorts who worked on a decently sized open source project, we used a lot of statistics.
The way we realized one of the paths for an enemy type was too strong, for example, was win rates.
We collected data about them for months. Compiled that into a pie graph. Then did buffs/nerfs.
You need to find a good statistic for that specific case, track it for a long time and then act.
Congratulations, you are now a better than average game journalist, wherever you put that bar.
a clogged toilet is better than an average mainstream game journalist
And he is definitely better than that, so the statement holds…
one in a lifetime interview
@@deep_ak-4728 most generic ass interview ngl
NPC comment. It's an extremely generic interview like there are thousands out there. In fact the answers are so lame the whole thing is probably AI generated and there was no real "dev".
@@olisk-jy9rz the frogs in call of duty turned me gay
@@deep_ak-4728 lol
Fitrepackgirl: "Yeah, why are your games so big?"
THAT'S ILLEGAL
It's 200GB because of the skins in the store. The skins are already uploaded in the files when you install the game, and they just rotate them according to the events.
I discovered a glitch today that makes past MW2 skins and bundles purchasable lol, so they have three games worth of skins buried in the code
@acanuck4life yeah, it's also the reason that the game crashes a lot even if you have a high-end pc. My game crashes sometimes even if I have 170 fps.
Stalker 2 doesn't have skins but 160gb, how do you explain that?
@@RealTaIk DLSS doesn't count as optimisation
Yes cause if not then every time you buy another skin you would need to download it. And this is why there are a lot of “leaks” of “new skins” and how to get them… like GTAO with the drip feed.
Solid video. Thanks for sharing.
"as a backend dev, would you like to see your small frametime optimizations listed in patch notes?"
I would totally like that, honestly. Not getting appreciated for work that is "expected of you" can ruin your fun and motivation working on such necessary optimizations. But I'm not delusional enough to think anyone would care. If every patch would read ".5% better performance" we would be laughed at, since no one notices anyway. Either it's a massive optimization all in one go or leave it out of the patch notes.
It feels like you hold a carrot in front of the customer "And? And? Do you like that performance boost? Yes, you like it. You see it."
I would love if games would more often list specifics about small things like that. I'm a huge nerd and would love to learn about small performance improvements and stuff like that.
it's already in there... kinda... in the form of "minor fixes and performance-related changes" that's about it
massive install sizes put me off buying modern games entirely
Honestly so fair
You didn't mention the fact some consoles would only be able to hold JUST CoD and nothing else due to their storage size.@@TDTProductions
I agree... As it sits, I have a half dozen games between 20 and 30gb, and the last AAA game I bought was Fallout 4... Massive marketing budgets, mtx, and recycled content have turned me off most games...
Especially when you need to redownload each component three clients deep(if your on pc) every single big update
Dunno, most of my games are at least 5+ years old. some of them still on DVDs and CDs and work fine
modern game, big file size for 4k texture which only small part of the consumer use, also mostly locked behind cosmetic microtransaction and publisher nowadays to stingy to pays for optimization since it doesn't make them money, instead they will focus their resources to make a new microtransaction cosmetic, which will bloat the game file size even more.
Dont overlook how uncompressed audio also bloats sizes.
@@billyj.causeyvideoguy7361 not really, the textures are much larger (an 8k EXR file can be easily 300MB)
@@TricksterRadAudio are larger too, even in GBs , ITS MIND BLOWING .
@@xninja2369 if a single voice line in audio is in GBs, someone's doing something wrong
@@TricksterRad you are right man, an audio and texture can be compressed to 300-700mb (it depends) but they won't do this rather they will make cosmetic and bloat the game like windows
No mentioning of EOMM/SBMM which is the most important topic regarding CoD right now. But it's still insightful on what is happening behind the scenes and I hope you ask more.
All these games being hyped as "CoD Killer", when EOMM is actually the CoD killer.
People REALLY need to read that EOMM patent. Everything in the game that requires action is gaslighting you.
Then the Hit Reg in BO6 is trash to begin with. ZERO reason for a meat shot to not even do chip damage, then on top of the game playing you.
It's just not fun. I don't know how playing a game that is rigged is fun, but I guess that's why cheaters per capita is pretty high for CoD. They enable the cheaters, and if a dev really wants to argue that, then remove the system. Otherwise I won't believe them. The patent is cheating incarnate.
Not a fan of these answers. I feel like they were very fair questions (I probably would've asked considerably more pointed questions) and they wiggled out of most of them like a politician.
This seems like fake content. They guy reaches out to you with all this care about staying anonymous, gets the most boring questions given and the most stock standard answers. There is nothing interesting or new here.
@@thepunisherxxx6804 yeah I get that. I mean it does seem kind of weird that a developer would just reach out to some random UA-camr but looking at how many developers work at these companies it isn’t unbelievable just quite unlikely.
@@BlueBoiOfficial Are developers not just people to you or?
All the answers are within reason what I had expected.
That being said, getting the confirmation from someone so upbeat is a nice change of pace. Kudos for getting the interview.
a youtuber being genuinely surprised that his opinion isn't being treated by the devs as more important one than everyone else's. you can't make this shit up.
It was shockingly hard for me to tell whether he thought creator’s opinions should be treated as more or less important, still not positive but don’t want to rewatch that part. Personally I think they’re less reliable because I think they would lean towards being less honest and catering towards it being a viral opinion or getting good reactions. But a lot of UA-camrs might be one of the closest equivalents to a professional player/enjoyer of that game. So it’s hard for me to say
@@monhi64 there's a common joke about how most youtubers are narcissists and my comment was a play on that. as for what you said, youtubers have the same zero level of trustworthiness as gamejournos as there's pretty much the same amount of conflicts of interest when it comes to reporting shit that can't be verified in an objective manner.
20 year dev here which writes 3D simulation systems for government and military use.
4-8K textures is a waste of space and increase hardware costs. Studios can cut down asset sizes by using smaller textures which is layered and blended with procedurally generated textures to create many variations of surface information.
It can be further cut down by using channel packing techniques. Combining these techniques will cut down memory, GPU and storage space requirements.
Audio samples can be kept at 44100 as anything beyond that is negligible for the average gamer.
3D models should be distributed as binary formats to cut down on size and also to improve performance.
Another issue is the game engines, extremely bloated code base with way too many dependencies which ships with a lot of unused code. It's more efficient to write an engine around the softwares requirements instead of relying on slow bloated code like the laughable Unreal, Unity and Godot engines etc, seriously disgusting programming. Imagine waiting for assets to import and material shaders to compile 😂, and still not doing PBR right, wtf?
You mean Godot which is only a few megabytes big?
@@brahillms1374Godot is not going to be able to make something that looks as good as Call of Duty.
Godot does not have a modern shader capabilities that modern engine have.
If you actually use that engine you would know this.
Also the only reason that the engine is so small is because it is literally designed to be lightweight meaning that it literally misses the majority of modern graphics rendering.
If they were to apply that to Godot it would be in the GB range.
I swear people having absolutely no idea how game engines work shouldn't have the ability to talk about it.
Based on how this comment is written and the amount of ignorance in this comment, first of all no you're not, secondly no you don't, and thirdly you don't know what the f*ck you're talking about.
Stop the cap
@@stratejic1020 I do use Godot, and have been following its development since before the 4.x release. I have even been learning C# to use it more effectively.
And with the upcoming 4.4 release ironing out the problems between the 3 renderers, I can see the barrier between other engines vs. Godot in terms of fidelity lessening a lot.
@brahillms1374 Still doesn't come close to the graphics you can pull off with other engines.
Godot is great but it'll never really compete in the graphics area
Bullshit, The Witcher 3 has infinitely more content than any CoD game and is only like 50gb
So what's the bullshit?
@@davidwuhrer6704 Do you even brain? The witcher has far more content then call of duty yet call of duty uses more than 3 times the space. 150 GB is not justified by the "vast" amount of content the game has according to the game dev
@@MultiBeast301 CoD has a lot more textures. Those take up space. That's what he said.
That there's not much to do in the game is unrelated to that.
"Keep them anonomous"
proceeds to list their position as a back end dev, a long time dev at the company, someone with extensive history on AAA games before joining said company, and presumable exactly how long they have been working at the company (2014-2024). I don't know man, you didn't explicitly say their name but if the company really wanted to track this guy down then you just narrowed their list to at most a handful of people.
I am 4 parallel universes ahead. Worry not
@@TDTProductions Or you're just full of it, Honestly think that Google and an hour is all you need to find this person, just looked and theres a fan page listing all the devs, what games they worked on and in what years. Took one Google search and about 10 seconds of scrolling. Yeah I'm calling BS on this one.
don't you worry your pretty lil head.
I'm a software engineer and one place my school really let me down was teaching me about compression. Obviously they taught me about principles like lossiness and basic information theory behind it. But they didn't teach me anything about how compression and more importantly decompression is actually implemented in the real world. Better compression is more expensive and it requires DEDICATED HARDWARE to keep up with modern demands and that's why certain systems can handle different levels of quality with streaming, because the system might not have access to hardware decompression for the latest and greatest algorithms. Modern compression/decompression is no longer a software issue
Are you working in the industry already? I’m a SWE too, been in the industry for around 5 years and tbh no matter how skilled you are about the tech you probably won’t be able to implement it anyways because it’ll mess with the made up agile points BAs and PMs love so much. Agile is made from the scratch to basically force controlled mediocrity.
The content creators sounding the alarm makes genuine sense. I’ve listened to only the response the dev gave so far and yeah, the reason they look at issues brought up by creators is because if they don’t fix it(if it’s a genuine problem), it’s bad pr. Every time.
The fanbase gets mad because they’re pointed to something they should be mad at instead of figuring out for themselves.
Hey! I love your content so much and I’ve been watching since the good ol destiny days when it was just Mesome77, I’m so happy you haven’t quit content creation after the fall of d2, and I hope your videos keep doing well. I want you to be a top creator!! Good luck tdt you always release bangers!!
Fun fact:
Age of empires II Age of kings
was under 350 mega-bytes.
And it was a great game!!
This dev need a pay raise tbh, they know exactly what is needed and dont seem shy to answer truthfully. Wish companies were more truthful with major changes ie character designs and over censorship
For that last question he said nobody notices the little frame time tweaks. Hard-core pc tweakers like me do. I had stayed away from cod for a while but I tried out bo6 and the animations hit boxes everything felt so much smoother then previous titles I found myself really immersed and enjoying it. They did a great job on the back end, The game runs beautifully on my rtx 4080. Keep tweaking brother the homies ps5 be struggling lmao. You are bringing ppl back to the franchise.
I love hearing about/from these more positive game devs. Gives me a lot more hope that these bigger studios still have passionate people. I'm going into a field where I can finally start using the programming skills I've developed, and I'm glad to know that if I ever make it further, there are still people who are in it for the passion, rather than the money. Looking at the surface, it feels like most of the new big "AAA" games and their devs don't care about what they do, and only care about the money. But at least hearing from a backend developer who seems to be passionate about what he does, is really assuring.
Great interview, love hearing the insight from a developer like this!
I mean he kinda just beat around the bush for a lot of questions but sure
You certain that blur job was destructive? Usually blurring is not destructive and can be unblurred...
I am 4 parallel universes ahead
This is why I prefer to censor things with flat grey opaque rectangles.
Can't recover the data that was there if it's been wholesale replaced.
You can even do this in a way that makes it look like it was censored by blurring but all you did was blur a flat color primary shape.
Or you can use a spraycan tool on a blank section of canvas, make sure there's multiple shades and colors but no transparency, blur that, and then stretch/crop to fit over top of whatever you're censoring.
A poor craftsman blames their tools, I could do all this in MSPaint if I was pressed to do so.
@@TDTProductionsWhat do you mean? Did you replace all the words you blurred with nonsense words?
Ngl I feel like it’s just someone TDT knows that sent the same or simplified message to him that the anonymous sent for the sake of his video.
That's not a reference I was expecting here LMAO
7:50 frankly, thats great to hear. Even though it seems to be copy/paste, they still try to refine the experience
Says they won't be giving revealing information about the person, not even 10 secs later, starts giving revealing information...
This is the kind of conversation the industry should be willingly having with us.
Subscribed. Great video. Really interesting to hear about the behind the scenes. Other videos I’ve seen where content creators talk to anonymous devs its usually where it’s a dumpster fire of a game and you’re hearing the drama.
In this case, with the game being pretty good, it was good to hear the behind the scenes on a good game and it not all be drama.
"oh, yeah, keep my identity secret" >gives out a lot of information on when where and how they worked on COD
what are you even talking about, this video/the content of the answers was generic and not nearly as „eye opening“ as stated in the title. this tells us nothing
this was a truly wonderful video thank u
i quit cod when they started doing 80 gig updates a week
bro went straight into his job history 🤣
The threats and hurtful language from gamers to developers is ripe in this industry. It doesn't matter if you're working for AAA or a solo indie dev, you'll see hateful feedback, it's unavoidable. As an indie dev I gotta tell you, you need a thick skin if you want to read feedback yourself.
True although that shouldn't be necessary. I'd think that gamers should have the common sense and understanding that devs aren't pouring years of their lives into a game because they hate their players. Problems like these almost always go back to publishers, shareholders, investors, and executives.
You do unfortunately need thick skin for this line of work but the fact that this is even necessary in the first place is sad and ridiculous.
@@MrEffectfilms You need hessonite skin to be a developer rather it's AAA or indie.
@@LamiaLover yeah although fans of indie devs tend to be a bit more reasonable from what I've seen.
@@MrEffectfilms Yeah - If I get into game development in the future, I'd most likely do it on my own - I rather have complete control over what I make, instead of bending to the will of a giant company and overbearing board.
@@LamiaLover Absolutely the way to go about it. Larian Studios and Supergiant Games have already proven that it's possible.
did you give them a preview of the video so they can be sure they aren't identified? anyway very cool video idea
3 iterations of this video are currently private ;)
@@TDTProductions
Probably best to just delete those previous iterations, can't have a data leak if there's no data TO leak.
@@44R0Ndinif the interviews are stored on an external drive, it should be OK
@@44R0Ndin they're private. do you think someone is going to hack his google account figure out who this guy is?
@@dangdudedan8756 True, it should be ok, but how often have privacy settings on sites like facebook or twitter gotten changed as a result of backend fixes? Sometimes safety overkill can be warranted especially if someone’s livelihood may be on the line. Though I’m sure TDT is being as careful as they can.
this was lots of fun. I'm a developer myself , and the responses seem very genuine and totally coming from a game developer. I'm not a game developer myself, but as a fellow developer, this person feels 1000% (yes I know the added zero) legit and honest
As a back-end dev working in the gaming industry for millions of players.
My responses to those questions are basically the same. Game development is a fast paced software development environment, so bugs pile up and dont get fixed as fast. Which honestly can’t be prevented.
You can’t just hire devs to fix the bugs, since fixing bugs is an energy drain.
Stopping people from saying first
I just wait for someone to say "first" and then reply with "Here, have a Blue Shell"
GOOD MAN!
...by saying first?
Also, due to lag, some early viewers may not have seen your comment and decided to say first anyways
The answer to Question 10 confirmed to me this guy is probably not who he says he is. Making a code change, especially the one used as an example doesn't make the game brand new game, which makes the answer a bad answer. Someone who is a back end developer is probably going to be smarter than this.
So I considered it when you started doing spicy clips.. but now I'm certain. Honestly, I think between you and a few of the other good content creators, we could get a community driven "G4" content stream (lore, spicy clips, interviews, collabs, etc.). I absolutely would love to see more investigative journalism from you man, this is great! You've always had a great way of breaking things down that's analytical but easily followed, and I think the gaming community would enjoy more stuff like this. Keep it up bro!
Thank you SO much for doing this interview. It was great to get it from the source, and not just speculation. I hate speculation. It's a waste of energy and often services no good.
Nothing new to someone that's followed game development for some time but it's always new to somebody. Thanks for sharing.
What did you leak exactly that was eye opening? This stuff is bloody common sense. You're telling me this guy could lose his job if word got out about this basic stuff?
You'd be surprised...
Go reach a mid to high level position for a coporation and then tell a public personality everything you know about the company's inner workings. You'll see how much the company values you- hopefully didn't sign an NDA
NDAs but yeah seems very basic
@@Alduinhead"everything you know" if all you've learned after 10 years working at a place was this information, I'm sorry for your employer because you've been 10 years sleeping at your desk.
The "leaked information" here can be inferred by anyone with a passing interest in computer science. I don't doubt our noble whistleblower's credentials, but this is really, really basic stuff.
Bro started by saying the dev wants to remain anonymous then went on to tell us he started small in 2014, still works there, is a back end dev, and has worked on games for decades.
That filter alone creates a shortlist.
"I promised to give no identifying information"
*Proceeds to give a bunch of specific time related information that can easily be used to figure out who it is.*
Bro, just say he's been in the industry a long while, keep it vague. Giving specific dates and things they do is more than enough information to sink them.
Regardless of what they said, if they said the video was okay, better to be safe than sorry.
I’m sure a game like COD has a lot of detail that goes unnoticed by the average player. That’s why the hard drive requirements can be so high despite it not looking much more realistic than other, smaller games.
Amazing video, great interview questions, cool insight, I especially liked the question about “what do you wish people would notice more” essentially, it made a lot of sense but I never really thought about it
Those were some very modest answers which most likely wouldn't put their job at risk. Feels very click baity with the title and suspensful pretext. I feel a lot of these answers I knew before however I did dabble in game development for 4 years so maybe I know the woes of dealing with mindful costumers/consumers.
Ah, yes, all of the non-answers that go into little detail and have the PR filter applied to them. This is most certainly a western, AAA game dev...smh
Exactly what could you have expected that you didn’t get?
Definitely a video that I hope blows up. Super interesting to see a dev's contribution to the conversation.
Man... there is so much info on the person who specifically asked to be kept incognito!
05:18 bruh that is the most game dev awnser ever! That sums it up perfectly!
I hate to be the guy but nothing particularly new about AAA game dev was revealed at all in this video, certainly nothing to warrant firing this developer. It is refreshing to see someone working in what is otherwise perceived as a machine of the industry generally enjoying their job though.
some of these companies can still be quite tempermental about that. the developer of choo choo charles had some words to say about the process of console porting. namely that the NDA kept him from sharing even "haha, that's a funny bug" cuz "OMG, TRADE SECRETZ", as if ANY of that stuff was in any way going to result in a leak of sensitive data. [it won't]
meh, modern game creators suck these days in the AAA, because the company itself sucks. It is the people at the company that makes a good game, not the company itself...Just look at Left 4 Dead and Back 4 Blood. Modern developers just suck comparitively to the greats of the past, that put heart and soul into their work. They looked at it more in the sense of a game and art, instead of a product, but now, it's all about the profits. What's funny here, is that greedily pursuing nothing but profits, will more than likely actually hurt you in the end...who knew?
*publishers
not developers. Developers are most often just workers that have nothing to say
@wydua nope, even developers aren't as great as they used to be.
Nowadays AAA developers are nothing but cogs in a corporate machine, adding features decided by a bunch of executives. Back in the day they weee the guys leading every aspect of gaming
You just leaked his identity with the death threat part 😂
I like that you give context to your questions and talk about their answers. Interesting why you asked that specific one that others might not understand why at first.
In my eyes the best conspiracy theory is that the game is big in general to keep you from getting other games in your drive so the game has more dominance over you.
"Bubbly personality", "Wholesome", "Bright personality". Seems like someone was starstruck, and could have found deeper questions to ask. Why would the customers care about two CoD games having different code? We play the game for the gameplay.
If that gameplay feels the same across CoD titles, then that's the useful customer input they get.
Bringing up unioniziation, however, is probably the most important thing you could do. Thank you.
why bother with the code? better code is a very important thing that people just dont really understand how hard and time consuming it is, better code helps with optimization, stability, compatibility (both for older and newer systems), preventing bugs, security (for multiplayer games), mod support (if any), AI, and much more.
any game that has this part done well can go all out with the visuals without murdering the performance as well
@@nekowhixp Also, having a better backend and systems can speed up development a ton and prevent a lot of issues
I want to make the dev feel valued for reaching out. They were a delight to talk to and I felt the need to call attention to it to humanize them more. I would like to do a follow up to this with more specific questions for sure tho
Why don't devs go out of their way to support Linux? I understand it's a small market, but it's more customers regardless. These days with all the the major studios pulling Linux support in favor of kernel side anti cheat, it feels as if the industry is "against" people playing their games on Linux.
As a backend dev, his take would be majorly interesting on this one to me.
I doubt a backend dev can explain the intricacies of Linux support at all. In the backend for example, linux is actually just the defacto OS used, tho, with VM technologies and cloud integration it doesn't even matter that much.
In the frontend the platform can matter alot more, almost to the point of stupidity. For example, iOS stores memory in such a stupid way that a crossover app that cares about securing against any hacking app that can scrape data out of memory often has to be extra careful due to ios lack of security precautions for privileged actions.
Because most people run games on Windows, and even Linux daily drivers probably have a Windows box they use to run games with. Games (including some fairly well known ones) may have Linux ports, but it tends to be the more nerdy ones because apparently Linux users are nerds or something.
For everything else, there's WINE, and its various derivatives. Why make a native Linux port when players can just Proton? Not to mention the more penny-pinching publishers who insist on crappy DRM on everything, which is about as popular as a fart in a cathedral to many Linux users, where most Windows users don't even know what DRM is, let alone why they should care about it enough to not buy the next Big Shiny.
@@technicalfool yeah, that's what I'm talking about. Why are so many games pulling "proton" support in favor of kernel level anti cheat instead of say working with valve to find an alternate solution that keeps Linux people able to play a game. I know people play on Windows, but there are people who would prefer not to. And then there's the whole aspect of MS shouldn't basically own the PC gaming industry.
Being a backend dev, I'm sure him or some of his collegues would like Linux support or prefer Linux over Windows, and to be clear when I say Linux support I include proton in that.
@@sjones72751 kAC is typically a publisher-imposed algorithm. I doubt devs have that much say. And if you'd wonder why don't they try to support Linux versions of those, the cost of testing Linux -- ensuring they work as intended -- can be unreasonable depending on the projected amount of Linux users.
@@ronelm2000 the main thing I’m actually upset about is the “pulling” of support for games that used to work fine on Linux. It’s always because of kernel anti cheat. Battlefield games, gta online, and just recently apex legends as well as others have been doing this a bit more lately. So the cost has already been absorbed. That and it’s not like you would spin up a whole separate infrastructure. You would use you existing tooling, devs, and QA because (at least in protons case) your still using your windows build. I don’t see how it could be that much more costly. But yeah. I’d be interested to hear a game devs perspective from one of the big studios, whether he’s backend or not.
I really hate current games that data weights more than 100GB. There's no possibility to select what version you wanna play and download needed content, like for 1080p or 4K. Only War Thunder offers that far as I got. Also War Thunder offers do download limited textures for Air objects, or ground objects if you plays only Aircraft or Ground forces. And that approach I would see i most big releases.
Thank you for doing this interview this is very insightful
Great video, I liked your delivery, it was engaging. I hope this will be turned into a series.
2:00 that doesn’t work on console so I’m confused
It works but Im pretty sure only with the games between mw(2019) and bo6 with mw(2019) being included.
But sometimes on console it will state you have to have the entirety of the game installed because when you install it, it doesnt just start with campaign then let you pick others, it's (on ps anyway) "ready to use" after campaign is installed then continues installing the rest anyway.
There is different sections to download, but multiplayer is still like 100gb
You can absolutely choose what to have and not have installed console, I play on xbox
Works on PS5. Very modular
Really stoked you made this video. Hopefully you don't get lambasted with accusations of being an apologist or shill, because I don't think enough people appreciate how complicated a clock a computer program is, let alone a video game that can simultaneously have 150 people all doing something different and simulating choices and outcomes in real time. Yes, there are shady practices studios engage in, but going after the devs and anyone making the game WORK, is like shouting at the check out clerk because apples cost too much.
@@joshuahamilton2633 y'all shills here haahahhaa
Absolutely love this video, my thanks to both Mesome and the dev.
Toxicity within the gaming community is only making conversations like this more difficult to achieve.
And the idea of everyone, even a skilled worker in a dev team, being treated as expendable is terrifying.
It's great to hear these answers from someone in the field, especially when it comes to feedback from creators. If a creator starts to dislike something about the game, and that creator is streaming to tens of thousands of people, that's going to cause concern for the studio and they'll want to fix that ASAP. If those tens of thousands of people get the same impression that creator has, it could turn them off before they even try the game. While gamers and devs need to be accountable with each other, it's also important that gamers are accountable to each other as well. Sadly, that likely isn't to happen as some creators see the game as nothing more than a way to make money, but hopefully this can serve as a way to let each other know we need to check ourselves without cannibalizing ourselves.
It's also great hearing about the inner workings as well. We got alot of armchair devs that think they know everything, and while we CAN use our experiences to form opinions, we shouldn't solely rely on those experiences to try to "improve" the game. We don't know how the studio works, some might not even know how to use a print command. This'll hopefully make people think before they say something like "Oh, this fix is so easy, just do xyz and abc will magically fix itself hurdur".
This was an awesome video, more like a breath of fresh air especially since that theres rarely any heart to heart interaction between gamers and devs at all
Absolutely wild that people send death threats to developers because of a video game. Some people really need to go outside.
Welcome to the degenerate age
Well its pretty simple math. So a game costs $70-80 and is 200gb.
SAMSUNG 870 EVO SATA SSD 500GB=$53 USD
So you get 2.5 games on 500gb ssd drive
If you pirate games that cost can be redirected to the ssd. So instead you get Samsung Electronics 870 EVO 2TB $186 USB.
Three pirated AAA games = saved more than cost of 2tb ssd. Then you can use extra space to pirate everything else you like.
That 2Tb sata would cost more then my CPU + Add 125% of free tax .
@@Ay-xq7mj bro I can pirate those junky big games (repack) and buy indie games which are small and very good
YT is deleting my replies but those ssds you listed are trash prices... You need to do some research and see that there are cheaper and better ssds out there. For example, something like the 1TB pcie4 Kingston NV2 is only $55 USD! And a 2TB Silicon Power UD90 is only $90!!! Find better deals out there
Not to mention those ssds you listed are also SATA!! Nvme SSDs are literally the same or cheaper price compared to those SATA ssds for better performance...
😂 is he even a dev or a captive in north korea.
This is exactly what I expected. People don't understand how game devs operate. But they're just people who happen to like to make games. They're just as flawed as we are, just trying to do their best.
I kinda feel this made with MS/Blizzard. It doesnt feel like ”leakes”, more like, ”we know we make mistakes, but we try our best”.
This is generally how most software developments work.
You have your code reviewing, testing, QA. Bugs always get through the cracks.
These bugs are prioritised by priority/criticality and severity of the bug.
A lot of what people don’t understand is that some bugs are an absolute nightmare to recreate or capture. This is why sending your crash logs back to the devs is vital to speed up the process.
As someone who worked in food service for years: Saying your favorite part of the job is the coworkers is code speak for "I hate my job and the people I come into work are the only reason I show up; if they were to leave , I would leave with them."