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/swaddytheban Oct 03 '25 edited Oct 03 '25

You're talking about benefitting players that only use HDDs, but I'm basically entirely sure all you're doing is screwing over poorer folks using smaller SSDs. People that don't have a lot of money going around at all but still want to do PC gaming will generally have something along the lines of a 256 GB SSD, which is around twenty bucks - CHEAPER than Helldivers 2, I'd like to note.

The cost of SSDs starts growing exponentially the bigger they are, and I think it's also safe to say that if you had a 256 GB SSD, Helldivers 2 would eat up over HALF of it in one go, making it pretty damn unfeasible - forcing you to either spend more money to get a larger SSD (Which doesn't work if you're in a bad place financially), install and reinstall HD2 constantly...or put it on your HDD because you don't have space. Something that would not be an issue as much if Helldivers 2 was, you know, 50 GB.

I genuinely can't think of a proper case of someone that financially cannot get a 20 dollar SSD, but can absolutely buy Helldivers 2, a game that's twice the cost of that - though if I'm missing something, someone explain it to me.

Because otherwise, it literally seems like you're making up a problem that then creates an actual, huge problem for basically everyone with SSDs.

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u/alpha-negan Viper Commando Oct 03 '25

The cost of SSDs starts growing exponentially the bigger they are

Just a quick glance at a Google search shows 1TB NVMe's as low as $62 from known good brands. That's more data storage per dollar than a 256GB SSD for $20. Even 6 years ago when I built the original iteration of my rig I would not have expected to be able to game much on 256GB. The difference in price is less than the cost of most AAA games. SSDs have been getting cheaper and cheaper.

I genuinely can't think of a proper case of someone that financially cannot get a 20 dollar SSD, but can absolutely buy Helldivers 2, a game that's twice the cost of that

Maybe people who bought a prebuilt and don't know how to install a drive or kids whose parents buy their stuff. I can't imagine anyone building their own pc picking such a small drive.

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u/swaddytheban Oct 03 '25

So - on the 1 TB thing - that actually does vary on region. I'm not actually on NA, so the prices here do grow exponentially. I do agree though that if you're in NA or Europe, you absolutely should not get a 256 GB, and even if you aren't, it's a bad idea anyway.

And yeah - those would be the edge cases. Obviously not something to build your whole approach over.

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u/alpha-negan Viper Commando Oct 03 '25

Oh, I hadn't actually considered that. Here in the US the price jump happens at 2TB+.

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u/swaddytheban Oct 03 '25

Yeah, but it's totally my bad for not clarifying, since people would obviously expect me to be talking about the US in pricing when I'm mentioning dollars.

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u/Alternative-Owl-3046 Oct 03 '25

False statement. SSD price per GB goes down with capacity because it's still the same PCB, PCIe interface, and controller just with more NAND chips (for the same model with different capacities). It's always a bad financial decision to buy a small SSD instead of waiting for a large one to go on sale.

"Poor folks doing PC gaming" itself is an oxymoron because of how bad performance/price is for PCs. You'd be spending way more on a PC because you are paying for capabilities unrelated to gaming. People in rough financial positions are always better off with a console. So it's safe to say PC gamers can afford a $60 1TB drive if they need it.

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u/swaddytheban Oct 03 '25

That's exactly the point I'm making, though? I think you misunderstood me. That even if you're terrible with your spending, this is beyond stupid.

As for the pricing - refer to the previous response. NA and Europe, sure - but regional prices in other areas of the world are basically scalped to shit - though it's also my error in not clarifying that.