Originally Posted by Kinaesthetic
Yeah. You have game engines that used to take up maximum of about 15,000 lines of code. Now you have ones that run into millions (Cryengine = ~1mil, Unreal = ~3 mil) because of the sheer amount of stuff they are trying to achieve to mimic real life. Instead of games that used to reuse a vast majority of assets created, you have people that make non-generic assets that are quite possibly used only once in the game. Hence you get significantly more detailed and unique environments. Oh, then you used to have 20 people on a dev team, but now you have teams of 100's (some studios 1000's) of people, all who deserve and demand to be paid a salary worth living on. Oh, but you cannot charge more for your game to match inflation rates and the sheer amount of people that have to be paid, because consumers have it stuck in their head that game development is somehow cheap (keywords: it isn't, and costs have been driven to astronomical amounts
). And to cap it all off, you have release dates that make the sheer amount of work even that much more steep to climb. This is in part due to higher ups, and also in part due to the consumers themselves constantly demanding something new from the franchises they love.
Dude, there is a ton that goes into game development these days that wasn't there even 5 years ago. The sheer scale is astoundingly much larger than it used to be. And if you want things that are newer and nicer, and more like real life, then don't complain when something has to give. Because part of the reason this happens is due to consumers themselves.
All of which has no bearing on a game recommending double over any other to date on system memory. All these assets you mention, not nearly enough of them need to be loaded in to system memory. This is normally canned effects, temporary - particle systems or similar. This game is constrained to a small number of maps, I'd love to know why exactly this game needs this much memory.Edited by Silent Scone - 10/6/15 at 11:28pm