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Packaged game very large!

A topic by CodingRook created May 31, 2020 Views: 636 Replies: 12
Viewing posts 1 to 6
Submitted (1 edit)

So, not sure if anyone can provide any last-minute help/advice. But I went overboard with various assets from free assetpacks, my world is littered with assets that have huge texture files. Packaged game (using UE4) is just over 2GB!! Will I be able to upload to itch.io? I think I can ask for a file size extension, but this being a weekend, will I even get a response? Any thoughts?

Submitted

Do you mean the executable game itself or the source is > 2 GB?

I had the same situation 2 days ago with my source.
My code was stored locally in SourceTree at the time.

I did the following:
Created a GitHub account.
Learnt how to create a remote.
Uploaded to GitHub.
Put the link to the GitHub project in my submission.

If its the game itself my off the top of the head suggestion is:
- make sure you have a backup/source control
- go through the free assetpacks and remove everything you are not using
- rebuild

I'm not sure if UE has the same dynamic resource binding as Unity *shrugs*

Submitted

Both! 

The textures that my assets are using are 20MB per single file at least. Multiply by 3 (at least) per asset (normals texture, the _D, plus another) times a gazillion assets (lol).... I've dumped everything I'm not using. The packaged project is over 2GB. Can I still upload to itch.io? I'm getting rid of some very heavy foliage assets and replacing with some really low rez ones, but I have an entire interior scene from the dungeon asset pack and its textures are 1.5GB....

I'm trying this setting when UE4 cooks the project with compression enabled. Hopefully that might be better.

But back to itch.io, what's their limit?

Thanks for taking the time to reply! I'll check out your game

Submitted

Small update ;)

After replacing a very large nature asset pack with some really fuzzy-detail meshes, and enabling compression when packaging, rebuilding the lightmap for my map and enabling this compression option, Unreal's editor packaged it in under 1GB! So, hopefully I'll be ok... Still a rather large submission, though. I don't understand how itch.io's play via browser thing works exactly but I hope players will have no issues trying out the game.

Submitted

I'm happy to give it a test in case there are issues.
I'm very new here so I don't know what the limits etc really are..

Submitted

I think you can delete unused assets. For me i was able to get reduce from 3 gb to 80 mb like that just by reusing same material  with some modification and deleting unused assets.

Submitted

I have gone through all of that... I'm using quite a few and some of their textures are chunky. Not sure how to reuse materials as some textures are unique to the assets they are connected with.

I'm having a separate issue. the way UE packages the game, it creates one massive file, that is over the 100MB limit for itch.io apparently. So now have to learn how to use this thing called butler... in just a few hours.

Submitted

Did you make the game folder into a .zip file?  that will squish the size of your game. 

Submitted

Indeed, still a massive 980MB or so, lol. Just barely under itch.io's regulations!

Submitted

My First Game Jam i forgot to take out starter content in UE4 package build :P  now i do not add it to my projects (^_^)

If you haven't already followed this guide, I suggest you do.
https://docs.unrealengine.com/en-US/Engine/Performance/ReducingPackageSize/index...
You still may need to cleanup a bit on your own but hopefully this makes that easier.

Submitted

Thank you! Yes I had seen that in fact it did help bring from huge sizes down to a... more manageable (?) 980MB ish game.  I just submitted it to itch.io as a "downloadable" rather than an HTML game, which will probably discourage many - if not all - from playing it, but at least I'm within the deadline and I will try in the next few days to work with itch.io support and publish it as a brower game even if it's > 1GB.

Submitted

Hah, well I should have cleaned up more with my source code, but half of the 2GB is Animations that I actually used so it's not too inflated. The actual executable is much smaller fortunately! :)

Honestly, 1GB should be manageable for most folks these days, I'll check it out in the morning! :)