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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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FordLynx07
Senior Member



Posts: 201
Joined: 2008-12-02

#4781091 Posted on: 03/12/2014 11:01 AM
I can't imagine Core 2 Duo's having problems decompressing audio files. And a 8800GT on dx11?

sverek
Senior Member



Posts: 6073
Joined: 2011-01-02

#4781092 Posted on: 03/12/2014 11:08 AM
If it takes so long to decompress audio files, its a huge failure on engine side.
Even weak CPU can decompress lots of sounds on "source engine" without any lags.

It just doesn't make any sense. Either developers have no idea what they doing or there huge problems with engine itself, which cannot be fixed.

Dexirexi
Junior Member



Posts: 11
Joined: 2009-11-07

#4781099 Posted on: 03/12/2014 11:38 AM
Am i the only one to notice that it requires a min VGA: 8800gt and a min DirectX: DX11 :D I've never seen an 8800 with DX11 :D

Kevin cobley
Member



Posts: 41
Joined: 2010-12-07

#4781109 Posted on: 03/12/2014 11:58 AM
Specs for new games should just be tightened and just develop games to run on decent hardware a minimum spec of an 8800 GT (a 6 year old low end card).

Minimum specs for all new PC games should be 4 core i7 or i5 machines(AMD equiv), GTX460 graphics (AMD Equiv), 8G DDR and 64bit Vista and above operating system.

Designing games to run on both state of the art and obsolete/office machines is an absurd idea, let the low end guys by an Xbox.

Not buying this game always hated mech games. It's going to take half my monthly download allowance.

Clawedge
Senior Member



Posts: 2599
Joined: 2006-09-02

#4781113 Posted on: 03/12/2014 12:03 PM
this is the first time where i have seen audio outweigh textures ...OMG!


anyway, couldnt they have transferred mp3 or aac or whatever compressed format, and an encoder where the compressed was converted to wav(?) or what ever?

20 pages « 2 3 4 5 > »


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