I think many would be amazed at how the space used on a game today is broken down in space usage. Most will be along the lines of cut scenes, graphics, audio......library and librarys galore...logic code of the program that is unique to the game and finally some text file hidden away.
But talking your AAA kind of titles that seem to be the norm, not your chess games, though even then, graphics sure has gained space in those programs. Though I'm sure somebody active in the industry could paint a better picture.
Anybody active in the industry able to offer or point to better breakdown?
In general: code << world < audio << textures << video
Executable code is pretty tiny relative to everything else, including libraries. Libraries only get really big when they include media assets. When it comes to media, even high fidelity audio is relatively small. 44kHz stereo 16-bit sample audio, uncompressed, is 176kb per second of audio. A 1024x1024 texture, at 32bpp, is 4mb, uncompressed. Video depends heavily on codec, but roughly consider that 4k video is something like 4096x2160, so eight times the size of our static texture for a single frame. Encodings don't just store every frame whole, of course, but keyframes add up quick.
I had “Sargon” (chess game) on cassette tape for the Apple 2. Slow load times though it took very little memory. (The Apple 2 typically had 64kb of ram)
But talking your AAA kind of titles that seem to be the norm, not your chess games, though even then, graphics sure has gained space in those programs. Though I'm sure somebody active in the industry could paint a better picture.
Anybody active in the industry able to offer or point to better breakdown?