Probably just uncompressing a lot of stuff and pulling data from the internet and having to keep it without any cleaning
That’s exactly what they’re doing: the assets are going to be streamed and then probably cached in RAM, thus you need a lot of RAM.
Of course this makes me think that FS2024 is going to get live-serviced and killed at some point when they decide to stop hosting all that data and welp so much for your game you bought, too bad.
My understanding is that much of the map data is also used by bing maps and other satelite services. So those are unlikely to go away in the short term.
But also? The same is true for 2020. Yes, it will probably stop working at some point down the line. But it is a really good game for the time being and people have already gotten 4 years of awesome support for probably the best general purpose flight sim out there.
Also… this is the kind of game that kind of requires a “live service” element. Because having people download static map data for the entire planet just to play a game is untenable. Let alone providing semi-regular updates and supporting the questionably tasteful minigame of racing to go fly through the latest natural disaster.
Leveraging something they already run makes a lot more sense than building a bespoke thing for streaming the data for just MSFS. (In my defense, it is a game and game devs have done much sillier things than doing something like that.)
I just have begun to accept that I’m not the market for games anymore, because I’m unwilling to buy something that is most probably going to end up broken some point in the future once there’s no more money to be squeezed out of it.
I’m just very opposed to renting entertainment because everything is temporary.
(Thankfully there’s ~30 years of games to play that don’t suffer from any of this live-service-ness so I’m not exactly short of things to spend time on.)
Because having people download static map data for the entire planet just to play a game is untenable.
You shouldn’t have to download the entire planet though.
The game 100% should support installing local specific areas you wanna fly around, that anyone could then keep a copy of.
If a user wanted to cache an entire 8 TB of the entire world on a drive, they should be able to just do that (and thus have forever support without worrying about internet services staying online)
At least, as a snapshot of what the world looked like in 2024.
I don’t see why users shouldn’t have the option to locally HD save the data if they want to, to avoid maxing out their internet bandwidth in one sitting.
I agree, this is a good use of the live service model to improve the gameplay experience. Previous entries in the Flight Simulator series did have people purchase and download static map data for selected regions, and it was a real pain in the butt – and expensive, too. Even with FS2020 there is a burgeoning market for airport and scenery packs that have more detail and verisimilitude than Asobo’s (admittedly still pretty good) approach of augmenting aerial and satellite imagery with AI can provide.
Bottom line, though, simulator hobbyists have a much different sense of what kind of costs are reasonable for their games. If you’re already several grand deep on your sim rig, a couple hundred for more RAM or a few bucks a month for scenery updates isn’t any big deal to you.
Because having people download static map data for the entire planet just to play a game is untenable.
I’m certain Soviet General Staff maps turned into a flight sim map, with a few thousands of buildings being modeled and textured individually and the rest with similar (like buildings made of hexagon modules in some games have variety, but the separate components are not too numerous) procedurally-generated repeated kinds of meshes, textures and shaders, would take weigh little enough that you wouldn’t notice download times.
What else do they do for flight sims?
Weather data? A lot, but not that much.
I just can’t imagine what would need 64GB. I think it’s an intentional waste for the purpose of this game not being playable after its end of life.
A bit like Heinlein’s “Door into summer” future economics. Only there such stupid things are done to reduce unemployment, while here they are done to keep markets predictable for corporations and controlled, so that they wouldn’t, you know, die, as they would in a normal market because of competition.
Which reminds me of one important thing I’ve already changed in my life to not support such malicious actions. I don’t buy products that are intentionally made this way.
But it is a really good game for the time being
Call me when it’s a really good game forever.
Just because downloading everything would be tedious doesn’t mean you take the option away entirely from people who would like to be able to play the game they paid for past the point Microsoft decides they made enough money
The existing MSFS is already effectively a live service. Lots of features which make it stand out are not available in offline mode.
I’ll admit I haven’t played much (or possibly even any?) online MSFS stuff and am generally just a fart around in a Cessna in a random city type of player so I don’t even necessarily know what the online features are, other than the Install New Locations minigame wherein you spend hours downloading shit, heh.
I doubt it’s pulling in massive amounts of data.
But the maps data it does pull in will be messed about with, a bunch of trees splatted all over it, buildings extrapolated, water flows, etc. That’ll be what’s taking the RAM.
The actual flying seems like the least interesting part of this game, and what they’ve really made is Google Earth on steroids.
There are some 3d demoscene programs that use miniscule amounts of disk space but still need a fair bit of memory for working space.
Like .kkrieger https://en.wikipedia.org/wiki/.kkrieger
Oddly? This is not odd at all.
It’s been a while sincce I wrote code, but I’ll try to remember. Basically disk size and ram size have no connection. Disk size is for already generated assets (maybe you need to remember how the planes look like, so you create assets for all the planes. Or you want to have textures for the scenery, or for the Lincoln monument, or whatever).
But then you need to load those resources into RAM to access them faster, because if you try to load them directly from disk, it’s a lot slower. So some part of those 64GB of RAM is because you are loading some premade assets.
But aside from this, there’s also dynamically generated data that you have no way of knowing about at the beginning of the program, so you can’t prepare in advance and generate assets for it. Like say for example the player wants to begin flying the plane - he’s gonna have some different inputs than any other player. Maybe he drives slower at the beginning, or goes a little to the right when he takes off. Or his destination will be completely different. You now need to remember his velocity, his position on the map, the direction of his flight, his altitude, his plane’s weight and who knows what else, I’m not a pilot. All of this, you allocate memory dynamically, based on user changes, and this uses the RAM as well.
Not to mention - you can make a 1kb program that takes 64 GB of RAM. You just ask the operating system for that much memory. You don’t even need to fully use it. It’ll take you one line of code.
All this to say - nothing odd about the program being smaller than the RAM requirements. It can mean it’s not optimized, but it can also mean it has a lot of dynamic calculations that it’s doing and a lot of stuff it needs to remember (and in the case of a flight Sim this wouldn’t surprise me).
Technically correct, but if I’d have any input into hiring a person whose background involves making a flight simulator requiring 64GB RAM, that doesn’t emulate every mol in that plane for that cost (I’m exaggerating a bit), I’d ask many questions.
It requires 16GB RAM, which is perfectly acceptable. But it can use more if available, for high res textures I assume. Which are streamed from Microsoft’s servers, explaining in part the difference between install size and max memory requirements.
My guess is the big video ram is high resolution textures, complex geometry, and a long draw distance. I honestly don’t know much about video games though.
The smaller install is totally the map streaming stuff. I’m unsure quite why it has to be so big, but again, I don’t know video games. I do recall you having to tell it where you want to start from and it’ll download some stuff there.
You now need to remember his velocity, his position on the map, the direction of his flight, his altitude, his plane’s weight and who knows what else, I’m not a pilot.
You’re not wrong per se, but I’m having trouble fathoming gigabytes of data being consumed by these types of parameters. You could probably track hundreds of thousands of airplanes with that much space. The only thing that I could imagine taking up that much memory is extremely detailed airflow simulation.
However, as a rule of thumb, the vast majority of memory data for video games is in most cases textures and geometry, and not so much the simulation. Based on the article, it seems this game streams high resolution geometry data based on your current location on earth, which I would say is the most probable reason it asks for so much memory.
Great as soon as I upgrade to 32GB then games start wanting 64.
Your 32gb can do a lot and will still let you do a lot for a reasonable timeframe. No need to worry.
this situation reminds me of this interesting study: https://www.eoblab.com/_files/ugd/06b6e1_2e2b75f5053f40729dea921c758b8fec.pdf
That’s not really odd. It likely caches decompressed assets and such.
They’ve also talked about massively leveraging cloud computing and streaming, it’s likely a lot of actual scenery isn’t part of the offline file size unless you cache the areas for offline play (if that’s even an option)
I wonder if it’s going to take several hours to download all the world content before allowing you into the menu screen like MSFS2020 does.
I wonder if they’ll insist on using MS servers for the content and will be kept at MS server caps at 5MBPS, meaning that it will take 20+ hours of downloading before you can even play, pulling you outside of the 2 hour Steam return window.
Afaik Steam does refund games if you tell support that you spent time troubleshooting or waited for the launcher to download the actual files.
Though I only think to have read about it. No concrete proof.
Years ago, I tried cities skylines on a sort of shitty PC… spent at least 8 hours trying to get it to work, then just gave up.
Requested a refund and it was granted almost immediately.
I bought a better PC and repurchased, and not it runs fine but the game itself is pretty mod dependent and I have spent more time installing and uninstalling mods than actually playing the game.
So yes, ask for a refund and you will probably get it even outside the 2hour window.
Yeah fucking MSFS2020 was such a bust for me living in Australia. It took days to download then I finally got it working something went wrong with install files and had to dick around. In the end I played 3 hours of it but have hundreds in download time.
Fuck MSFS