Comments (3)
Right, some other points worth considering here is:
- The
.gcrom
files is already raw binary, and then additionallyzstd
compression is applied on top of it. So this 64mb limit would be after the compression. - Larger files obviously take more time to download, and also take more time to decompress. More startup delay can be a bad thing (up to a certain point). I don't think its good to expect people to want to wait more than 1 minute to both download the games AND decompress them.
- Assuming a worst case of a 2mbps connection (taken the worst values from here), it would take just over 2.5mins to download 32mb, but perhaps this is a naive thought. Steam download stats and some poking around lowest connection speeds, comes up with ~1.1 as the lowest, but I'm also seeing ~2.5-5mbps being a more accurate floor. 32mb @ 5mpbs is just under 1 minute.
- I'll also likely be hosting the games myself on some file repo, such as the one we are discussing in #35 , so here smaller files means less cost.
I could see these reasons to potentially push the number lower to start. I guess it would be easy to later, expand the size, than it would be to shrink it.
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For the moment, we're going to stick with 16mb for the max rom size!
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Since both N64 and GBA (bit over two decades ago) managed with 64mb, to me that feels like a suitable hard ceiling. Maybe in 10 years we can lift that ceiling to whichever console was hot in the 2010s, hehe.
For early jams though, the ceiling should be set to the lowest possible, e.g. 4mb.
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Related Issues (20)
- MacOs file has no extension
- Incorporate input_delay settings for p2p sessions HOT 1
- Add additional aspect ratios & resolutions HOT 5
- DATA PACKS: WASM Linear Memory, Rollback & Console Constraints HOT 2
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- Audio Engine: Support playback for other formats HOT 1
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- RetroArch Core
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