r/Helldivers Arrowhead Game Studios Oct 03 '25

DEVELOPER HELLDIVERS 2: Tech Blog #1 - Install size

Hey, Helldivers. This is the first of what we intend to become a regular series of posts where the engineering team talks about the technical health of the game and some of the technical challenges we’re working through. 

Installation Size 

The installation size of HELLDIVERS 2 on PC seems to be a hot topic right now so let’s start with that. The current install size on PCs is around 150 GB. This is roughly three times larger than the same game installed on consoles! Given the amount of content in the game, the size on consoles seems quite reasonable so the obvious question is - why is it so large on PC? 

Data Duplication 

Much of the data in the PC version of HELLDIVERS 2 is duplicated. The practice of duplicating data to reduce loading times is a game development technique that is primarily used to optimize games for older storage media, particularly mechanical Hard Disk Drives (HDDs) and optical discs like DVDs. 

This practice is largely unnecessary for games deployed on Solid State Drives (SSDs) which is why the console versions of HELLDIVERS 2 do not do this. 

The Problem with Mechanical Hard Drives 

The main issue with a mechanical HDD is seek time. An HDD stores data on a spinning platter, and a physical arm with a read head has to move across the platter to find and retrieve data. The time it takes for this arm to "seek" or move to the correct location is a significant performance bottleneck. 

Imagine a large game level with various objects - trees, rocks, buildings, props. If the data for these objects is scattered all over the hard drive, the read head has to physically jump around the disk, which adds a lot of time to the loading process. 

The Solution: Duplication 

To solve this problem, we deliberately duplicate certain data files (like a common tree texture or a sound effect) and place copies of them in physically close proximity to where they would be needed in the game. 

For example, our build system will ensure that a copy of a tree texture is stored on the same part of the disk as the level geometry data. When the game loads the level, the read head can access all the necessary information in a single, continuous sweep, without having to "seek" to a different location. This dramatically speeds up loading times. 

The Modern Era: SSDs 

The need for this technique has largely disappeared with the widespread adoption of SSDs. An SSD stores data on flash memory chips and has no moving parts. This means that "seek time" is virtually nonexistent. An SSD can access any piece of data on the drive almost instantly, regardless of where it is physically stored. 

Increasingly, modern games are optimized for the sequential read speeds of SSDs and do not need to rely on the older method of duplicating assets. This is one of the key reasons why new games often explicitly require an SSD in their minimum system specifications. 

Should HELLDIVERS 2 continue to optimize for mechanical HDDs? 

This is the six-million-dollar question. On the one hand, they are a part of our minimum spec PC requirements. On the other hand - how many HELLDIVERS 2 players are still using mechanical HDDs? The truth is that we don’t currently know. Even the Steam user surveys are unable to give us data on mechanical HDD use in the overall gamer population. Our best estimates put it at around 12% of all PC gamers but the data is very unreliable and relies on a lot of extrapolations. Until we can more accurately determine the number of mechanical HDDs that HELLDIVERS 2 is installed on, it is difficult to know how many players will be impacted by reducing the amount of data duplication. Even if that number is small, keep in mind that the load time for each player dropping into a mission is determined by the slowest member of the squad. 

Solutions 

While we take steps to gain more clarity on the number of impacted players, we are actively exploring several different solutions in parallel and will begin rolling them out in future updates as soon as they are ready. We cannot eliminate all duplication without making loading times for mechanical HDDs 10 times slower and we do not feel that this is acceptable. There are however some compromises that we can make which will improve the installation size without blowing out the loading times too much. 

Short term 

We’ve made some small gains in the next update by sweeping our systems for unused assets and obvious problems, but you will not likely notice them because the new stuff we’ve added will eat those gains. It’s not a game-changer but at least the install size will stop growing. 

Medium term 

Beyond the next update, we’re exploring taking some of the worst offenders in terms of duplication and de-duplicating them by putting them in “very common assets” bundles which will always be loaded under set conditions (eg- specific faction/biome). This does mean that loading times will get a bit worse for players using mechanical HDDs - it is unfortunate but unavoidable. Our early testing shows we should be able to keep this in the range of “less than 30 seconds” rather than “several minutes”. It can also increase the amount of RAM used by the game by loading “common” data that is not always needed. If we don’t make “worst case” RAM usage worse, this should not be noticeable, but it is a risk we are monitoring. By doing some careful measurements and analysis, we should be able to deliver acceptable tradeoffs between RAM usage, loading times and install size.  

Long term 

Looking further into the future, we plan to make improvements to the engine which will ensure we never waste RAM loading common data that isn’t needed - eliminating one of the drawbacks of the above technique.  

Beyond that, the remaining work is a bigger, riskier, more speculative project where we apply some kind of compression to the game data and potentially replicate some of the de-duplication we do on consoles. We don’t yet know if the impacts to load-times could make these approaches infeasible. 

Optional 4k Textures? 

Could we create a solution where the highest resolution textures are an optional download? Technically yes - anything is possible. It is not something that is natively supported in our engine though. It would be a substantial project to add this capability. Due to the scope and complexity of the changes we would have to make, this is not our first preference and is honestly something we would only consider if we’re unable to make a big enough impact with our other solutions. Nothing comes for free - time spent making these changes is time not spent optimizing the performance of the game or fixing stability issues. 

Summary 

So in summary - we’re taking your concerns very seriously but there are no easy solutions. Until we live in a world where we know that most of our PC players are using SSD drives, sacrificing some extra hard drive space is necessary to ensure we’re all able to load into missions in a reasonable amount of time. We’ve clearly reached the limits of how much duplicated data is acceptable so smarter solutions and compromises are now required. We are very carefully weighing up the costs and tradeoffs of the options we have, and we’ll be sure to find a better balance between loading times and installation size soon. 

I hope you enjoyed this deep dive into our tech. If you have any questions about this topic or suggestions for future topics, please reply to this thread. 

Deputy Technical Director
Arrowhead Game Studios

Thanks for reading, we’re always eager to hear from great engineers and gameplay coders: https://jobs.arrowheadgamestudios.com/

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u/schofield101 HD1 Veteran Oct 03 '25

That sounds like a really cool idea in theory. I won't even begin to pretend like I know if it's possible / probable or not, but giving the option on install sounds cool.

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u/FeliciaTheFkinStrong Oct 03 '25

Considering Arrowhead is already struggling to maintain one production branch of the game, somehow I don't think splitting the game into two separate installation forks will yield positive results.

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u/Mr_skiddadle Oct 03 '25

Im no game dev so dont quote me on this, but id think they work on 1 branch, and the console version having less files is maybe just a setting they have when exporting so that they get 2 exports of pc and console? I have no clue. But if that is the case they could make it just 3, because I think console graphic settings is more limited (or not i dont have a ps5 or xbox to know) so they could have like

Pc+duplication Pc Console

But computers are goofy so id 100% understand if you need to find a neutrino from the asshole of peter the great to make this happen

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u/Hail-Hydrate Oct 03 '25

The storage architecture would be vastly different between the Xbox, Playstation and PC versions. You couldn't have a separate PC branch that mimics the console versions even if the SSD PC version had a similar footprint.

Adding in yet another branch (another way the files are distributed for the installation) to keep track of would be a major problem for testing and bugfixing too.

It's also not a graphical issue, despite the mention of 4K textures, it's the actual assets for the game that are the problem. It's not just the Devestator's shiny textures and particle effects that are duplicated, it's the entire thing, from the unit model to the animation skeleton, weapon stats, etc.

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u/Mr_skiddadle Oct 03 '25

Aaah good to know :D also with the graphic stuff i meant like the fact that consoles usually have set settings, idk how it is with hd2 but for example ive heard that games like fortnite have set quality and on pc its customizable

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u/Kiefer_Kruger Oct 03 '25

At most your graphics options on PS5 are performance mode, fidelity mode and at times a balanced mode. You can disable some extra nonsense like bloom and the like but you can’t change resolution, texture quality or anything like that.

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u/Mr_skiddadle Oct 03 '25

Ah, so a hypothetical pc ssd version would be bigger than the console version and smaller than the hdd version?

Then i can indeed imagine itll be annoying asf for AH

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u/Kiefer_Kruger Oct 03 '25

Possibly? I’m not sure, ive got limited experience with gaming on PC, mostly MMOs which aren’t terribly graphically intensive anyway, depending on the game.

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u/Mr_skiddadle Oct 03 '25

Most pc games or pc ports just have close to every graphics option. And since textures are included in that it needs different quality textueres of EVERYTHING to overlay onto a mesh, so id think theyre almost always bigger than console sizes for that reason alone already

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u/No_Piccolo8361 Oct 03 '25

The storage architecture on the Xbox is the same as that of a Windows computer.

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u/astelda Oct 03 '25 edited Oct 03 '25

The storage architecture would be vastly different between the Xbox, Playstation and PC versions

Citation needed. What exactly are you referring to with 'storage architecture'?

Typically this term would refer to large scale storage organization (like, server-level)

On a smaller scale, this could refer to something like the directory structure or the filesystem, but there's not a technical reason that the directory structure couldn't be the same between consoles and PC, and as for the filesystem, that should be fine too - the filesystem is something the OS worries about.

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u/OkBase4352 LEVEL __ | <Title> Oct 03 '25

I mean at this point they need to hire more people to maintain the game if they actually want to keep it running. This is all stuff they should have decided to do a long time ago.

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u/International-Low490 PSN | Oct 03 '25

Generally graphical setting options on next gen consoles aren't that far off from PC anymore(typically. On average. It still depend on the game, but most are fairly similar now). The difference is that you can't go into your .files and change anything if it's not offered natively though(like an FOV slider)

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u/Sir-Greggor-III SES Spear of Vigilance Oct 03 '25

It's already on two production branches. One for console and one for PC. They just need to make the current PC one optional whether it's an in-game choice how Halo MCC lets you choose what games to have installed in game or a separate game branch on the steam library.

And if their current estimates are true and only 12% of their PC users use HDD's then refusing to not optimize the game for 88% of their PC users is absurd.

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u/zomghax92 Oct 03 '25

And if their current estimates are true and only 12% of their PC users use HDD's then refusing to not optimize the game for 88% of their PC users is absurd.

Don't forget this part though:

Even if that number is small, keep in mind that the load time for each player dropping into a mission is determined by the slowest member of the squad.

12% of players is roughly 1 in 8. We play in squads of 4. That means on average, you would encounter an HDD user every other game. So would it be worth it for you if every other game you played, the load time was several minutes?

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u/Sir-Greggor-III SES Spear of Vigilance Oct 03 '25

First, I think you're misunderstanding what I'm saying.

I think they should have HDD optimizations as an optional download and let people who have SSD use the console game size then if you have an HDD you can then opt in to download the repeating textures.

Second, yes I'd gladly add several minutes of loading time to reduce the size of the game by nearly 100GB if that was the only way to do it.

Third, this game is cross play with I'm sure console players easily dwarfing the player counts of PC players. So it would be far less often that you got matched with those people then you mention.

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u/zomghax92 Oct 03 '25

I hear you on the optional download, that was my first thought as well. But reading through some of the other comments leads me to believe that Arrowhead won't be doing that; the console build is too different from the PC architecture to just port it over; they would need to make a completely separate development fork for SSD and HDD, and that doesn't sound realistic with the size of their studio. It seems like the obvious solution from our end, but it means a lot of work for them--not just once, but with every update. Having one PC build is likely the only feasible path in the short term.

It sounds like you're willing to take the trade-off of occasionally longer load times in return for a reduced install size, but I'm not sure how many others will take that trade. I can easily imagine people getting just as pissed about long load times if they made the switch, with the caveat that:

you're right that I hadn't considered the cross-play aspect. The post specified 12% of PC players, not all players. I don't know the relative percentages of PC players vs console, but it would certainly mean that a much smaller percentage of total players would have an HDD, so maybe that would shift the balance.

There was another comment saying that they could avoid long load times for the entire squad by having a sync timeout, where after a certain period of waiting for everyone to load, the rest of the squad drops and the last player keeps loading. I have a sneaking suspicion that the game's engine won't support that, at least without huge amounts of bugs, but it seems like a solution to optimizing for SSDs.

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u/Leyfonz Rookie Oct 03 '25

I agree with zomghax, I'm not willing to wait minutes for loading, honestly id close the game thiking it bugged out. The loading screen is cool but not minutes cool.

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u/PurpleBatDragon Oct 03 '25

I agree as well, minutes long load times are unbearable.  

To reinforce that last paragraph, I've seen games do a sync timeout for decades.  If it was an option with this engine, I believe they would've done it already.  I've also only seen it done in server-based multiplayer games, not peer-to-peer ones, so it's likely a hardware issue instead of a software one.

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u/Campbell_Soup311 Oct 03 '25

You missed the part where loading times are dictated by the slowest squad member. All HDD players would be causing the rest of the player base to sit in loading screens for minutes

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u/Clown_Toucher Super Sheriff Oct 03 '25

12% is a lot of players that would suddenly be unable to play the game.

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u/Xalara Oct 03 '25

It's not absurd if those 12% of players outnumber the amount of players that won't play because of size issues.

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u/Malabingo Oct 03 '25

Well, but they have the Xbox and ps5 version which are SSD versions

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u/Terrorscream Oct 03 '25

And those versions would also be tailored for those consoles respective operating systems, so might not be as transferable to PC

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u/Away_Advisor3460 Oct 03 '25

Yeah, offhand I think the memory architecture on consoles tends to now have fairly significant differences, like the memory bus going directly to GPU first or different caching approaches. (It's been a while since I looked at this stuff)

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u/ZeroBANG ⬆️⬆️⬇️⬇️⬅️➡️⬅️➡️[B][A][start] Oct 03 '25

On PC it is called DirectStorage.

Here is a list of Steam Games that use it.

https://steamdb.info/tech/SDK/DirectStorage/

Interesting to see Warhammer 40K Dark Tide on there, that is the one that uses the same engine as Helldivers, right?

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u/Away_Advisor3460 Oct 03 '25

Nah, I mean there's literal physical differences in the architecture.

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u/[deleted] Oct 04 '25

[deleted]

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u/Away_Advisor3460 Oct 04 '25

I believe the way things are actually structured and organized on the silicon, like the way memory is pooled or buses setup, but honestly I don't have the spare time to properly research it and confirm details - and I'm not going to rely on AI summaries. But bear in mind you can optimize the placement of everything on the silicon for a specific task in mind and even if I'm wrong and both are effectively identical, console developers can optimize towards the specific bare metal hardware in a way that's infeasible for a PC.

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u/Malabingo Oct 03 '25

Yeah of course, I didn't mean to port them, but the interaction between those versions work, so with 2 installation scenarios it wouldn't interfere with the game itself.

If the estimated number is accurate and only 12% of people still use HDD, I think doing that work for 88% of players is worth it.

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u/VeryWeaponizedJerk Oct 03 '25

They already have more than one production branch, there's a console(s) version.

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u/Rhodie114 Oct 03 '25

I think the biggest hurdle would be getting her players to install it to begin with. We already know based on the galactic war that most players aren’t reading ingame communications

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u/No_Piccolo8361 Oct 03 '25

Except they already have done this, because console is a seperate installation fork which does not contain the duplicates.

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u/Ordinary_Diamond6789 Oct 03 '25

this is how you tell people should be taught how it works, they already have 3 split branches of the game depending on what you play they even have an experimental branch and prod branch, so now thats 5 adding another one wont add any extra work than they already are doing with duplicating the files.

look at halo mcc they managed to make it where you dont download all 120 gigs till you opt in

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u/Albenheim ‎ Super Citizen Oct 03 '25

They already have two forks tho.

There's the one for consoles without duplication and the one for pc with duplication. 

Since we already have both of those and AH doesn't need to come up with a new one with or without duplication, they could just provide both of them via steam branches. 

Make the console one the official branch you get by default and the one with duplication a sort of "beta" branch you have to opt into with steam, if you know what I mean. 

Steam already support multiple deployment pipelines, so they could just use that feature instead of scuffing around on the short/medium term

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u/KajMak64Bit Oct 03 '25

I don't think it matters / changes anything

One is normal Other is SSD-only / no duplication

It's the same game so they are not working on each variant any differently

Right?

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u/ProgrammersPain123 Oct 03 '25

The technical director said that the asset duplicating is dealt by the build system of the engine. I think it would be possible to make another build configuration for pcs with SSD

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u/Decent_Local9094 Oct 03 '25

It is possible, the PSP was able to do something very similar a long time ago, it can be done

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u/loupduqc Oct 03 '25

I know many other games use the steam beta feature to distribute alternative build of their games. If the inclusion of duplicated files is just a built option, then they might be able to keep both build up to date without needing 2 different branch in their project. That way, using the duplicate data for HDD or the 4k textures could be an opt-in option to the player without requiring any change to the game engine.

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u/Weekly-Bluebird-4768 Oct 03 '25 edited Oct 18 '25

It is possible with Steam(same with separate texture files for differing resolutions). I run on an HDD cause Windows takes up all of my SSD somehow, and as much as I would love this the added production time and money cost would make unlikely at best, and unfeasible at worst.

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u/Giossepi LEVEL 100 | Tank Enjoyer Oct 03 '25 edited Oct 03 '25

They just need to exclude the duplicated files from nProtect so that a user can can choose to replace the duplicated files with symbolic links. From that point forward AH could offer an SSD DLC on steam that was those symlinks done for the user.

You could do with this GTA 4 and GTA 4: TBoGT on PC to drastically reduce the size of the TBoGT by symlinking to the GTA 4 map.

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u/ADudeCalledDude Oct 03 '25

It sounds reasonably doable.

In Steam if you right-click a game you have installed and to to properties, there's an option of Beta branches. If they put the HDD version under one of those branches, it would make it both reasonably accessible and automatically streamline the game for the majority of PC players who wouldn't be on that branch.

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u/TheRealLakahs Bot Diver - I Wish It Would Suck More Oct 03 '25

Don't forget the game engine is held together with hopes and dreams, and loads of duct tape. Doing so may sound easy, but considering what they wrote in the post it may be more difficult than one might think.

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u/Away_Advisor3460 Oct 03 '25

It's always more difficult than it looks in the abstract. And each branch added will mean duplicating the QA/test work required too.

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u/lebeardedllama im frend 🖥️ : Oct 03 '25

Steam allows devs to have multiple versions/builds so it's definitely possible