Wow, that level is _massive_. I wonder what the system requirements are on that. Doom played perfectly on a 486/66 with 4MB. Like how many linedefs are in that thing...
DOOM2.WAD has always been my measuring stick for software size, as I remember how frustrating it was to download such a huge file (15MB!) in the dial-up days. I never did get it to complete - I couldn't justify to my parents that the phone line would be busy for a whole day :)
I just spent the last couple of nights watching Doom II playthroughs on Youtube and now this shows up on HN. Sweet!
I still have the (unfinished) wad I created back in the late 90s using WADED from the Tricks of the Doom Programming Gurus. Barely rescued it from a floppy disk over a decade ago that reported the file size as over a gig. Now that I think about it, I hope the CD I recorded to is still good.
Not to take away from your point, but Doom was actually written on a NeXTstation and cross-compiled for PCs, so at a minimum they were using 1120x832 resolution (2 bit greyscale).
If you create a model with this code and save it to disk, it will indeed be 14GB.
It will be random weights -- the contents won't be there -- but it will be 14GB.
If you use only what is open-source about Doom, you will have an unplayable game.
If you use only what is open-source about Mistral, you will have an ineffective model.
That's pretty crazy
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