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In general: code << world < audio << textures << video Executable code is pretty tiny relative to everything else, including libraries. Libraries only get real
by codebje 1y ago
In general: code << world < audio << textures << video
Executable code is pretty tiny relative to everything else, including libraries. Libraries only get really big when they include media assets. When it comes to media, even high fidelity audio is relatively small. 44kHz stereo 16-bit sample audio, uncompressed, is 176kb per second of audio. A 1024x1024 texture, at 32bpp, is 4mb, uncompressed. Video depends heavily on codec, but roughly consider that 4k video is something like 4096x2160, so eight times the size of our static texture for a single frame. Encodings don't just store every frame whole, of course, but keyframes add up quick.