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Guru3D.com » News » Titanfall 48GB PC Install Explained

Titanfall 48GB PC Install Explained

by Hilbert Hagedoorn on: 03/12/2014 09:01 AM | source: | 100 comment(s)
Titanfall 48GB PC Install Explained

For those of you wondering why the PC version of Titanfall has a 48GB install (compared to 16GB on the Xbox One), here is your answer.

Those of you who have downloaded the PC version of Titanfall already might have noticed it's a hefty install: just shy of 49GB. By comparison, the Xbox One version, due out in the UK this Friday, weighs in at roughly 17GB. Why? It's to do with the audio, developer Respawn has explained to Eurogamer.

To play Titanfall on PC you have to install a whopping 35GB of uncompressed audio, which isn't something we're used to with games.

Respawn lead engineer Richard Baker told Eurogamer this was to do with the developer engineering the game's data to work with less capable machines. In short, Titanfall reserves a decent proportion of CPU time for audio decode. By having uncompressed audio, the game runs faster for those using slower systems.

This is not an issue for the Xbox One version because the console has audio decode built into the hardware.

"Yeah, basically when you download the game or the disc itself, it's a lot smaller than that," Baker replied when asked about the PC version's 48GB install.

"We have audio we either download or install from the disc, then we uncompress it. We probably could have had audio decompress off disc but we were a little worried about min spec and the fact that a two-core machine would dedicate a huge chunk of one core to just decompressing audio.

"So... it's almost all audio... On a higher PC it wouldn't be an issue. On a medium or moderate PC, it wouldn't be an issue, it's that on a two-core [machine] with where our min spec is, we couldn't dedicate those resources to audio."

Titanfall's minimum specs are extremely light. They are as follows:

  • OS: Windows Vista SP2 64-bit / Windows 7 SP1 64-bit / Windows 8 64-bit
  • CPU: AMD Athlon X2 2.8GHz / Intel Core 2 Duo 2.4GHz
  • RAM: At least 4 GB
  • HARD DRIVE: At least 50GB of free space
  • VIDEO: AMD Radeon HD 4770 with 512MB RAM or better / Nvidia GeForce 8800GT with 512MB RAM or better
  • DirectX: DirectX 11
  • INPUT: Keyboard and mouse, Microsoft Gamepad
  • ONLINE CONNECTION REQUIREMENTS: 512kbps down and 384kbps up or faster Internet connection

So there you have it.

Those of you who have downloaded the PC version of Titanfall already might have noticed it's a hefty install: just shy of 49GB. By comparison, the Xbox One version, due out in the UK this Friday, weighs in at roughly 17GB.

Why? It's to do with the audio, developer Respawn has explained to Eurogamer.

To play Titanfall on PC you have to install a whopping 35GB of uncompressed audio, which isn't something we're used to with games.

Respawn lead engineer Richard Baker told Eurogamer this was to do with the developer engineering the game's data to work with less capable machines. In short, Titanfall reserves a decent proportion of CPU time for audio decode. By having uncompressed audio, the game runs faster for those using slower systems.

This is not an issue for the Xbox One version because the console has audio decode built into the hardware.

"Yeah, basically when you download the game or the disc itself, it's a lot smaller than that," Baker replied when asked about the PC version's 48GB install.

"We have audio we either download or install from the disc, then we uncompress it. We probably could have had audio decompress off disc but we were a little worried about min spec and the fact that a two-core machine would dedicate a huge chunk of one core to just decompressing audio.

"So... it's almost all audio... On a higher PC it wouldn't be an issue. On a medium or moderate PC, it wouldn't be an issue, it's that on a two-core [machine] with where our min spec is, we couldn't dedicate those resources to audio."

Titanfall's minimum specs are extremely light. They are as follows:

  • OS: Windows Vista SP2 64-bit / Windows 7 SP1 64-bit / Windows 8 64-bit
  • CPU: AMD Athlon X2 2.8GHz / Intel Core 2 Duo 2.4GHz
  • RAM: At least 4 GB
  • HARD DRIVE: At least 50GB of free space
  • VIDEO: AMD Radeon HD 4770 with 512MB RAM or better / Nvidia GeForce 8800GT with 512MB RAM or better
  • DirectX: DirectX 11
  • INPUT: Keyboard and mouse, Microsoft Gamepad
  • ONLINE CONNECTION REQUIREMENTS: 512kbps down and 384kbps up or faster Internet connection

So there you have it.







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undeadpolice
Senior Member



Posts: 203
Joined: 2006-11-07

#4782927 Posted on: 03/15/2014 09:34 PM
Yup because the reason people play GW2 is because of it's sound, not because it's a great mmo.


if that is what you believe

MonstroMart
Senior Member



Posts: 1160
Joined: 2006-07-06

#4782981 Posted on: 03/15/2014 11:30 PM
My Guild Wars 2 folder is 17.8GB big not 50GB ...

SamW
Senior Member



Posts: 540
Joined: 2004-05-11

#4783162 Posted on: 03/16/2014 09:15 AM
Can't they just decompress the audio as needed then cache the result in RAM? Just decompress and pre-cache most of it during loading and then the question of on the fly decompression is a moot point. Of course voice overs and one time sounds probably shouldn't be cached, but if you are decompressing at most one audio file at a time, while pulling all your sound effects from RAM, I don't see how you could be using a large chunk of processing power...

undeadpolice
Senior Member



Posts: 203
Joined: 2006-11-07

#4783167 Posted on: 03/16/2014 09:32 AM
Can't they just decompress the audio as needed then cache the result in RAM? Just decompress and pre-cache most of it during loading and then the question of on the fly decompression is a moot point. Of course voice overs and one time sounds probably shouldn't be cached, but if you are decompressing at most one audio file at a time, while pulling all your sound effects from RAM, I don't see how you could be using a large chunk of processing power...


maybe there are Douche bags still having PCs with 2 GB or less

MonstroMart
Senior Member



Posts: 1160
Joined: 2006-07-06

#4783384 Posted on: 03/16/2014 08:16 PM
Can't they just decompress the audio as needed then cache the result in RAM? Just decompress and pre-cache most of it during loading and then the question of on the fly decompression is a moot point. Of course voice overs and one time sounds probably shouldn't be cached, but if you are decompressing at most one audio file at a time, while pulling all your sound effects from RAM, I don't see how you could be using a large chunk of processing power...



The problem is this is done for people with extremely week CPU (7 years old and more) and a low amount of ram (2GB). So there's no enough ram to do what you said.

We all know those people with such an old machine have really good gpu more than capable of running Titanfall. You know those people with Opteron 180, 2GB of ram and a GTX 660OC just needed this extra uncompressed audio boost to be able to run the game at 1080p.

Anyway they all have 3TB of hard disk space to fit their 40 installed games all requiring 50GB of data.

/sarcasm

On a more serious note i don't think you can "cache" the uncompressed audio in the ram. We are talking at about 30GB of uncompressed audio. A single map probably requires a good chunk of this amount. Not everyone have 32GB of ram.

While i wont disagree with the fact that the state of 3d hardware audio on PC is extremely sad saying that uncompressed audio is the way to go is ... well i wont say what i think it is cause that would not be right.

I have 33 games installed on my PC. I still play most of them here and there. If all of those games would be 50+GB it would require over 1650GB of disk space. If you add to this the media and some free space and such i would need 2x 2TB HD in my PC for this solution to be viable (+ a SSD for the OS). I would also need a couple for backup.

HDD might be cheap but a good 2TB HDD is still around 80$ CAD.

The matter of the fact is 3d hardware audio on PC is pretty much dead. Is it sad? Yes definitely. I don't really know why and i don't care but people have been telling me for the past 10 years that mother board audio is fine and 3d software is fine cause it's free and totally awesome ...

I don't know if Respawn is doing this for better audio. But i can tell you with the audio hardware people are using these days it wont make a difference. All this will accomplish is waste 30GB of disk space and let the 3 people with an Opteron 180 and a 660OC play the game.

Anyone saying the dev is not lazy is delusional in my very humble opinion. At the very best the audio should be compressed and there should be an option to uncompress it for people with old machine and lot of free disk space. And adding this option was probably too much work for a dev/pub that got paid for a console exclusivity ... because i would be very surprised that's not what it is all about.

20 pages « < 17 18 19 20


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