The three most prevalent themes discussed in the thread are:
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Optimization for Legacy Hardware (HDDs) is No Longer Justified: A major focus was on why the game included significant data duplication, initially understood as an optimization for Hard Disk Drives (HDDs) to minimize seek times, similar to optimizations for older CD/Optical media. Users largely agreed that this level of optimization is outdated and disproportionately inflates install sizes for modern SSD users.
- Supporting Quote: As one user noted regarding the motivation for the optimization, "I'll gladly take this update because considerable effort was spent on measuring the impact, but not one of those 'everyone around me is so lazy, I'll just be the noble hero to sacrifice my time to deduplicate the game files' updates," stated by "ffsm8."
- Supporting Quote (On the cost): "They used up a ton more disk space to apply an ill-advised optimization that didn't have much effect," observed "afavour."
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Premature Optimization and Lack of Internal Benchmarking: There was significant debate and confusion over the developers relying on generalized "industry data" for performance projections instead of testing their own application early on. The community viewed the reversal as a necessary correction after realizing the theoretical optimization didn't translate to significant real-world gains because other processes (like level generation) were the actual bottleneck.
- Supporting Quote: A skeptical user noted the baffling nature of the initial justification: "We were being very conservative and doubled that projection again to account for unknown unknowns," quoted by "ghurtado."
- Supporting Quote (On the finding): "It seems bizarre to me that they'd have accepted such a high cost (150GB+ installation size!) without entirely verifying that it was necessary!" remarked "snet0."
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The High Cost of Game Size on Users vs. Low Cost to Developers/Platforms: Many users felt that the unnecessary increase in disk footprint (from ~23GB to ~150GB) represented a real, though often externalized, cost to the player base, especially those with limited or smaller SSDs. This contrasts with the perceived minimal cost to the developer/publisher for hosting bandwidth.
- Supporting Quote: "If you asked the player base of this game whether they'd prefer a smaller size, or more content - the vast majority would vote content," argued "horsawlarway," suggesting the resource allocation was misplaced relative to player desires.
- Supporting Quote (On cost externalization): "The studio externalised an eight-figure hardware cost onto their users, to avoid a five-to-six-figure engineering cost on their side," calculated "fleabitdev."