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 ?
3d architecture flash swf
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up vote
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down vote
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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 ?
3d architecture flash swf
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
add a comment |Â
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 ?
3d architecture flash swf
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
3d architecture flash swf
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.
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.
edited 38 mins ago


Evorlor
2,28431862
2,28431862
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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
add a comment |Â
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
add a comment |Â
1 Answer
1
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)
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
add a comment |Â
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
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)
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
add a comment |Â
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)
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
add a comment |Â
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)
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)
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
add a comment |Â
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
add a comment |Â
Neel is a new contributor. Be nice, and check out our Code of Conduct.
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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