How can I make 3D games in 4K that are a few megabytes?

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I would like to make 3D games in 4K that are a few Megabytes (MB) in download size.



Is there a way to use 3D Vector Graphics in games to reduce the file size ?
Or is there any other way to achieve the same level of compression achieved by Flash(.swf) and Swift3D ?










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  • 1




    4K woould be the resolution. No Textures, but lots of duplicates, such as grass.
    – Neel
    1 hour ago











  • There is stuff like this : youtube.com/watch?v=BAyd5wSPQrM but it converts the svg to a mesh. Not sure if you want to animate things as well.
    – Sidar
    1 hour ago










  • yes, 3D environment and animations.
    – Neel
    1 hour ago







  • 1




    This question doesn't make much sense. When your game uses 3d graphics, then changing the rendering resolution does not affect the filesize of the game. at all. You can render the same 3d scene in 640x480 px or 3840 × 2160px. You just need to change two numbers for that. Rendering in a higher resolution might look blurry if you show close-ups of low-resolution textures and have a bad framerate on low-end hardware, but what you get is technically a "4K game". Maybe your definition of "4k game" is more than just the screen resolution? Please specify.
    – Philipp
    11 mins ago











  • @Philipp I think he also means to retain the quality of look just like how flash works at higher resolution. But doubt 3D vectors is a thing.
    – Sidar
    9 mins ago

















up vote
1
down vote

favorite












I would like to make 3D games in 4K that are a few Megabytes (MB) in download size.



Is there a way to use 3D Vector Graphics in games to reduce the file size ?
Or is there any other way to achieve the same level of compression achieved by Flash(.swf) and Swift3D ?










share|improve this question









New contributor




Neel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.















  • 1




    4K woould be the resolution. No Textures, but lots of duplicates, such as grass.
    – Neel
    1 hour ago











  • There is stuff like this : youtube.com/watch?v=BAyd5wSPQrM but it converts the svg to a mesh. Not sure if you want to animate things as well.
    – Sidar
    1 hour ago










  • yes, 3D environment and animations.
    – Neel
    1 hour ago







  • 1




    This question doesn't make much sense. When your game uses 3d graphics, then changing the rendering resolution does not affect the filesize of the game. at all. You can render the same 3d scene in 640x480 px or 3840 × 2160px. You just need to change two numbers for that. Rendering in a higher resolution might look blurry if you show close-ups of low-resolution textures and have a bad framerate on low-end hardware, but what you get is technically a "4K game". Maybe your definition of "4k game" is more than just the screen resolution? Please specify.
    – Philipp
    11 mins ago











  • @Philipp I think he also means to retain the quality of look just like how flash works at higher resolution. But doubt 3D vectors is a thing.
    – Sidar
    9 mins ago













up vote
1
down vote

favorite









up vote
1
down vote

favorite











I would like to make 3D games in 4K that are a few Megabytes (MB) in download size.



Is there a way to use 3D Vector Graphics in games to reduce the file size ?
Or is there any other way to achieve the same level of compression achieved by Flash(.swf) and Swift3D ?










share|improve this question









New contributor




Neel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I would like to make 3D games in 4K that are a few Megabytes (MB) in download size.



Is there a way to use 3D Vector Graphics in games to reduce the file size ?
Or is there any other way to achieve the same level of compression achieved by Flash(.swf) and Swift3D ?







3d architecture flash swf






share|improve this question









New contributor




Neel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




Neel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited 38 mins ago









Evorlor

2,28431862




2,28431862






New contributor




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Check out our Code of Conduct.









asked 1 hour ago









Neel

61




61




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Neel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Neel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Neel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







  • 1




    4K woould be the resolution. No Textures, but lots of duplicates, such as grass.
    – Neel
    1 hour ago











  • There is stuff like this : youtube.com/watch?v=BAyd5wSPQrM but it converts the svg to a mesh. Not sure if you want to animate things as well.
    – Sidar
    1 hour ago










  • yes, 3D environment and animations.
    – Neel
    1 hour ago







  • 1




    This question doesn't make much sense. When your game uses 3d graphics, then changing the rendering resolution does not affect the filesize of the game. at all. You can render the same 3d scene in 640x480 px or 3840 × 2160px. You just need to change two numbers for that. Rendering in a higher resolution might look blurry if you show close-ups of low-resolution textures and have a bad framerate on low-end hardware, but what you get is technically a "4K game". Maybe your definition of "4k game" is more than just the screen resolution? Please specify.
    – Philipp
    11 mins ago











  • @Philipp I think he also means to retain the quality of look just like how flash works at higher resolution. But doubt 3D vectors is a thing.
    – Sidar
    9 mins ago













  • 1




    4K woould be the resolution. No Textures, but lots of duplicates, such as grass.
    – Neel
    1 hour ago











  • There is stuff like this : youtube.com/watch?v=BAyd5wSPQrM but it converts the svg to a mesh. Not sure if you want to animate things as well.
    – Sidar
    1 hour ago










  • yes, 3D environment and animations.
    – Neel
    1 hour ago







  • 1




    This question doesn't make much sense. When your game uses 3d graphics, then changing the rendering resolution does not affect the filesize of the game. at all. You can render the same 3d scene in 640x480 px or 3840 × 2160px. You just need to change two numbers for that. Rendering in a higher resolution might look blurry if you show close-ups of low-resolution textures and have a bad framerate on low-end hardware, but what you get is technically a "4K game". Maybe your definition of "4k game" is more than just the screen resolution? Please specify.
    – Philipp
    11 mins ago











  • @Philipp I think he also means to retain the quality of look just like how flash works at higher resolution. But doubt 3D vectors is a thing.
    – Sidar
    9 mins ago








1




1




4K woould be the resolution. No Textures, but lots of duplicates, such as grass.
– Neel
1 hour ago





4K woould be the resolution. No Textures, but lots of duplicates, such as grass.
– Neel
1 hour ago













There is stuff like this : youtube.com/watch?v=BAyd5wSPQrM but it converts the svg to a mesh. Not sure if you want to animate things as well.
– Sidar
1 hour ago




There is stuff like this : youtube.com/watch?v=BAyd5wSPQrM but it converts the svg to a mesh. Not sure if you want to animate things as well.
– Sidar
1 hour ago












yes, 3D environment and animations.
– Neel
1 hour ago





yes, 3D environment and animations.
– Neel
1 hour ago





1




1




This question doesn't make much sense. When your game uses 3d graphics, then changing the rendering resolution does not affect the filesize of the game. at all. You can render the same 3d scene in 640x480 px or 3840 × 2160px. You just need to change two numbers for that. Rendering in a higher resolution might look blurry if you show close-ups of low-resolution textures and have a bad framerate on low-end hardware, but what you get is technically a "4K game". Maybe your definition of "4k game" is more than just the screen resolution? Please specify.
– Philipp
11 mins ago





This question doesn't make much sense. When your game uses 3d graphics, then changing the rendering resolution does not affect the filesize of the game. at all. You can render the same 3d scene in 640x480 px or 3840 × 2160px. You just need to change two numbers for that. Rendering in a higher resolution might look blurry if you show close-ups of low-resolution textures and have a bad framerate on low-end hardware, but what you get is technically a "4K game". Maybe your definition of "4k game" is more than just the screen resolution? Please specify.
– Philipp
11 mins ago













@Philipp I think he also means to retain the quality of look just like how flash works at higher resolution. But doubt 3D vectors is a thing.
– Sidar
9 mins ago





@Philipp I think he also means to retain the quality of look just like how flash works at higher resolution. But doubt 3D vectors is a thing.
– Sidar
9 mins ago











1 Answer
1






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up vote
2
down vote













There are ways to make nice 3d graphics with low memory footprint, however that requires you to have the right experience and knowledge. There are games like .kkrieger which is a 3d first person shooter, with the size of a few kilobytes.



This is not just compression algorithms. You can't just make a massive game and press a button and suddenly its 100kb, that's not how it works.



Also you have to make the right balance between quality and file size. Sure we all want an HD experience with realistic graphics and very low memory requirements, but the higher quality, the heavier it gets.



Here are a few tricks:




  • Procedural generation: The more data you generate on the fly, the less data need to be saved on the disk. Instead of having a massive static world, it's better to have a randomly generated one.


  • Repeating assets: Have objects share the same textures, maybe switch some material settings to make them look different. For example, imagine you have one texture for the ground, one for the walls, and one for the ceiling. You can theoretically make an dungeon roguelike game, that has infinite size, because it keeps adding new rooms that are fully textured.


  • Custom Engine: Game engines try to be as abstract as possible, to allow users to create a big variety of games. Unfortunately this comes with an overhead, that can't be avoided. Using a custom engine would ensure that there's not that many unnecessary data, and that everything is optimised to your needs. (Thanks @Sidar)





share|improve this answer






















  • Kkrieger was also a custom engine. If you use any engine these days at minimum you have 10 megabytes just for engine capacity alone.
    – Sidar
    10 mins ago










  • @Sidar That is an excellent point, I'll add it to my answer
    – TomTsagk
    8 mins ago










  • Also I just realized OP is asking for literal "3d vector" graphics. i mean you could model your meshes and use vertex colors with a flat shader, which does exactly that. It's cheaper too.
    – Sidar
    4 mins ago











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1






active

oldest

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active

oldest

votes






active

oldest

votes








up vote
2
down vote













There are ways to make nice 3d graphics with low memory footprint, however that requires you to have the right experience and knowledge. There are games like .kkrieger which is a 3d first person shooter, with the size of a few kilobytes.



This is not just compression algorithms. You can't just make a massive game and press a button and suddenly its 100kb, that's not how it works.



Also you have to make the right balance between quality and file size. Sure we all want an HD experience with realistic graphics and very low memory requirements, but the higher quality, the heavier it gets.



Here are a few tricks:




  • Procedural generation: The more data you generate on the fly, the less data need to be saved on the disk. Instead of having a massive static world, it's better to have a randomly generated one.


  • Repeating assets: Have objects share the same textures, maybe switch some material settings to make them look different. For example, imagine you have one texture for the ground, one for the walls, and one for the ceiling. You can theoretically make an dungeon roguelike game, that has infinite size, because it keeps adding new rooms that are fully textured.


  • Custom Engine: Game engines try to be as abstract as possible, to allow users to create a big variety of games. Unfortunately this comes with an overhead, that can't be avoided. Using a custom engine would ensure that there's not that many unnecessary data, and that everything is optimised to your needs. (Thanks @Sidar)





share|improve this answer






















  • Kkrieger was also a custom engine. If you use any engine these days at minimum you have 10 megabytes just for engine capacity alone.
    – Sidar
    10 mins ago










  • @Sidar That is an excellent point, I'll add it to my answer
    – TomTsagk
    8 mins ago










  • Also I just realized OP is asking for literal "3d vector" graphics. i mean you could model your meshes and use vertex colors with a flat shader, which does exactly that. It's cheaper too.
    – Sidar
    4 mins ago















up vote
2
down vote













There are ways to make nice 3d graphics with low memory footprint, however that requires you to have the right experience and knowledge. There are games like .kkrieger which is a 3d first person shooter, with the size of a few kilobytes.



This is not just compression algorithms. You can't just make a massive game and press a button and suddenly its 100kb, that's not how it works.



Also you have to make the right balance between quality and file size. Sure we all want an HD experience with realistic graphics and very low memory requirements, but the higher quality, the heavier it gets.



Here are a few tricks:




  • Procedural generation: The more data you generate on the fly, the less data need to be saved on the disk. Instead of having a massive static world, it's better to have a randomly generated one.


  • Repeating assets: Have objects share the same textures, maybe switch some material settings to make them look different. For example, imagine you have one texture for the ground, one for the walls, and one for the ceiling. You can theoretically make an dungeon roguelike game, that has infinite size, because it keeps adding new rooms that are fully textured.


  • Custom Engine: Game engines try to be as abstract as possible, to allow users to create a big variety of games. Unfortunately this comes with an overhead, that can't be avoided. Using a custom engine would ensure that there's not that many unnecessary data, and that everything is optimised to your needs. (Thanks @Sidar)





share|improve this answer






















  • Kkrieger was also a custom engine. If you use any engine these days at minimum you have 10 megabytes just for engine capacity alone.
    – Sidar
    10 mins ago










  • @Sidar That is an excellent point, I'll add it to my answer
    – TomTsagk
    8 mins ago










  • Also I just realized OP is asking for literal "3d vector" graphics. i mean you could model your meshes and use vertex colors with a flat shader, which does exactly that. It's cheaper too.
    – Sidar
    4 mins ago













up vote
2
down vote










up vote
2
down vote









There are ways to make nice 3d graphics with low memory footprint, however that requires you to have the right experience and knowledge. There are games like .kkrieger which is a 3d first person shooter, with the size of a few kilobytes.



This is not just compression algorithms. You can't just make a massive game and press a button and suddenly its 100kb, that's not how it works.



Also you have to make the right balance between quality and file size. Sure we all want an HD experience with realistic graphics and very low memory requirements, but the higher quality, the heavier it gets.



Here are a few tricks:




  • Procedural generation: The more data you generate on the fly, the less data need to be saved on the disk. Instead of having a massive static world, it's better to have a randomly generated one.


  • Repeating assets: Have objects share the same textures, maybe switch some material settings to make them look different. For example, imagine you have one texture for the ground, one for the walls, and one for the ceiling. You can theoretically make an dungeon roguelike game, that has infinite size, because it keeps adding new rooms that are fully textured.


  • Custom Engine: Game engines try to be as abstract as possible, to allow users to create a big variety of games. Unfortunately this comes with an overhead, that can't be avoided. Using a custom engine would ensure that there's not that many unnecessary data, and that everything is optimised to your needs. (Thanks @Sidar)





share|improve this answer














There are ways to make nice 3d graphics with low memory footprint, however that requires you to have the right experience and knowledge. There are games like .kkrieger which is a 3d first person shooter, with the size of a few kilobytes.



This is not just compression algorithms. You can't just make a massive game and press a button and suddenly its 100kb, that's not how it works.



Also you have to make the right balance between quality and file size. Sure we all want an HD experience with realistic graphics and very low memory requirements, but the higher quality, the heavier it gets.



Here are a few tricks:




  • Procedural generation: The more data you generate on the fly, the less data need to be saved on the disk. Instead of having a massive static world, it's better to have a randomly generated one.


  • Repeating assets: Have objects share the same textures, maybe switch some material settings to make them look different. For example, imagine you have one texture for the ground, one for the walls, and one for the ceiling. You can theoretically make an dungeon roguelike game, that has infinite size, because it keeps adding new rooms that are fully textured.


  • Custom Engine: Game engines try to be as abstract as possible, to allow users to create a big variety of games. Unfortunately this comes with an overhead, that can't be avoided. Using a custom engine would ensure that there's not that many unnecessary data, and that everything is optimised to your needs. (Thanks @Sidar)






share|improve this answer














share|improve this answer



share|improve this answer








edited 6 mins ago

























answered 1 hour ago









TomTsagk

1,654513




1,654513











  • Kkrieger was also a custom engine. If you use any engine these days at minimum you have 10 megabytes just for engine capacity alone.
    – Sidar
    10 mins ago










  • @Sidar That is an excellent point, I'll add it to my answer
    – TomTsagk
    8 mins ago










  • Also I just realized OP is asking for literal "3d vector" graphics. i mean you could model your meshes and use vertex colors with a flat shader, which does exactly that. It's cheaper too.
    – Sidar
    4 mins ago

















  • Kkrieger was also a custom engine. If you use any engine these days at minimum you have 10 megabytes just for engine capacity alone.
    – Sidar
    10 mins ago










  • @Sidar That is an excellent point, I'll add it to my answer
    – TomTsagk
    8 mins ago










  • Also I just realized OP is asking for literal "3d vector" graphics. i mean you could model your meshes and use vertex colors with a flat shader, which does exactly that. It's cheaper too.
    – Sidar
    4 mins ago
















Kkrieger was also a custom engine. If you use any engine these days at minimum you have 10 megabytes just for engine capacity alone.
– Sidar
10 mins ago




Kkrieger was also a custom engine. If you use any engine these days at minimum you have 10 megabytes just for engine capacity alone.
– Sidar
10 mins ago












@Sidar That is an excellent point, I'll add it to my answer
– TomTsagk
8 mins ago




@Sidar That is an excellent point, I'll add it to my answer
– TomTsagk
8 mins ago












Also I just realized OP is asking for literal "3d vector" graphics. i mean you could model your meshes and use vertex colors with a flat shader, which does exactly that. It's cheaper too.
– Sidar
4 mins ago





Also I just realized OP is asking for literal "3d vector" graphics. i mean you could model your meshes and use vertex colors with a flat shader, which does exactly that. It's cheaper too.
– Sidar
4 mins ago











Neel is a new contributor. Be nice, and check out our Code of Conduct.









 

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