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DrzewieckiDesign avatar image
DrzewieckiDesign asked Sasa commented

CGLs vs 1GB file size limit [Xbox]

Hi.

If the max file size for Xbox is 1GB then how can we include our CGLs, which are often >1GB?

We can split a CGL into several parts indeed, however for this to work, all those BGLs must be put in separate packages. As far as we (and other users) have tested, multiple CGL files can not be present in one package.

https://forums.flightsimulator.com/t/two-packages-using-the-same-cgl-tile/244335

https://forums.flightsimulator.com/t/how-to-have-more-than-one-cgl-in-a-folder/400821

Of course, the obvious solution is to go down with the quality but is this the only solution?

scenerydevs
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FlyingRaccoon avatar image
FlyingRaccoon answered

Hello.

I don't know what kind of project you're working on but there are 2 ways to solve this:
- split your cgl in multiple non conflicting packages
- reduce the quality

The former is more adapted if you plan to cover large areas with your aerials, the latter for a localized aerial.
Allowing multiple CGL in a single package wouldn't solve the root problem that is the amount of available disk and ram space on an xbox.
If you feel it is impossible to reach acceptable quality with this limit, don't hesitate to provide more feedback.

Regards,
Sylvain

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Orcusiok avatar image
Orcusiok answered

Hi,

we're facing the same problem. Our CGL file is > 1 GB, so we cannot publish our add-on for the Xbox and reducing the quality is not an option. We already reduced the quality to be able to meet the 4 GB limit.

Someone on the Marketplace team told us that they've seen other developers split the CGLs into multiple files to work around the file size limit. While we can split the files, it remains unclear how to put them in the same package. Has something about this changed since July?

Kind regards

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Sasa avatar image
Sasa answered Orcusiok commented

Following. Additionally it would help a lot not to be stuck to LOD20 in terms of aerial imagery, so the filesize of the CGL could be reduced considerably for some projects - particularly away from the immediate airport vicinity.

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Yes, that alone would likely solve our problems with meeting the file size limits altogether. Our CGL files would be much smaller in the first place and we wouldn't even have to think about splitting them up.

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rotornut44 avatar image
rotornut44 answered rotornut44 commented

Just curious, I've been trying to find the limitations that references this. Is this limit still a thing, and if so, does anyone have a link? I assume this file size is of the extracted package as well.?

2 comments
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Hi. This is not a package limitation - it is a single-file limit. You cannot have a single file larger than 1GB and, apparently, for Xbox, you would not want that. There are lots of OOM issues with Xbox so we tend to reduce many textures in size to avoid that.

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rotornut44 avatar image rotornut44 DrzewieckiDesign ·
Thank you for the clarification! That changes everything.
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Sunay avatar image
Sunay answered Sasa commented

Hi all,

Can anyone please elaborate on these two choices indicated earlier;

-splitting into two separate packages, means we need to publish two scenery packages (ie, as A-West, A-East) ?

That doesn't seem preferable for an airport project. Is there another way to do that?

-reducing quality of what exactly in order to reduce cgl size, how?

Thank you

3 comments
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Reducing quality is indeed difficult if everything is upsampled to LOD20...
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You can reduce the resolution and the file gets smaller. That seems to be the best solution.
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Sasa avatar image Sasa DrzewieckiDesign ·
Yes, but the final result will still be upsampled to LOD20. I understand that the filesize will get smaller because we have lost detail in the process but a direct conversion to a lower LOD would certainly be preferrable as the filesize will be even smaller than with the upsampled variant.
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