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Posted (edited)

I’m curious if anyone knows how large a fully rendered Vintage Story map is in terms of GB. Specifically, I’m wondering about the size of the map after it’s been fully explored and rendered. Any insights would be appreciated!
 

I have heard from people that ( 1km 1000 blocks. )

10x10 km world: Around 5-10 GB

20x20 km world: Around 10-20 GB

50x50 km world: Around 25-50 GB

100x100 km world: Around 50-100 GB or more

500x500 km world: 200-500 GB (or more)

1000x1000 km world: 500 GB - 1 TB (or more)

Edit, got message from one of VS Staff.
image.thumb.png.ecff366c44eb794da144ef2904d79062.png

 

Thanks for that! I didn't expect someone to do a 3-hour and 10-minute test and render how quickly it would get in terms of GB on a 10k x 10k map. You’re a beast! ❤️ 
so 10k x 10k is around 3-4 GB

On 1/4/2025 at 4:46 AM, Thorfinn said:

Looks like none of the numbers,  either the ones I've seen posted, nor my extrapolations, seem to be very close.

Took 3 hours 10 minutes to fill in a 10k x 10k map. Started flying at 4x. Had to keep slowing down flying speed as the file grew, so at the end was flying 2x with pauses to let the thing catch up. Made sure it was all revealed, then flew around a bunch more to make sure the file size didn't suddenly change. A tiny amount of change as I went. Such a small amount that it might have been animal spawns and deaths. Maybe some lightning fires. Saw a few of those. But the answer for this map, anyway, is 3.71 gigs.

Extrapolating should work, but player constructions might do weirdness. I don't know how chiseled blocks are stored, for example. But I'd expect a fully explored 100k x 100k to be somewhere around 100 times that size, or south of 400 gigs.

 

 

 

Edited by Adnyeus
Update
Posted (edited)

Are you asking about the savegame file - the world itself? Or about the map cache file the game creates for displaying the large ingame map? Because those are two different things. Both exist as files on the disk. Both can get fairly large.

Either way, I don't know the numbers myself, never bothered to check... but your estimates are off. We're talking about a 2D plane, therefore it has quadratic scaling. A 20x20 square is four times the size of a 10x10 square, not double!

So IF (and again, I don't know the actual numbers) a 10x10 km world was 5 GB in size, then you'd have scaling like this:

10x10: 5 GB
20x20: 20 GB
50x50: 125 GB
100x100: 500 GB
500x500: 12.5 TB
1000x1000: 50 TB

In the actual game, world size would likely also be strongly affected by certain settings, like world height, upheaval rate, and landcover. Because more blocks in a chunk equals more data to be stored. Meanwhile, the map cache file would be unaffected by such details, as it's just a flat image.

 

Edited by Streetwind
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Posted
9 minutes ago, Streetwind said:

Either way, I don't know the numbers myself, never bothered to check... but your estimates are off. We're talking about a 2D plane, therefore it has quadratic scaling. A 20x20 square is four times the size of a 10x10 square, not double!

So IF (and again, I don't know the actual numbers) a 10x10 km world was 5 GB in size, then you'd have scaling like this:

10x10: 5 GB
20x20: 20 GB
50x50: 125 GB
100x100: 500 GB
500x500: 12.5 TB
1000x1000: 50 TB

In the actual game, world size would likely also be strongly affected by certain settings, like world height, upheaval rate, and landcover. Because more blocks in a chunk equals more data to be stored. Meanwhile, the map cache file would be unaffected by such details, as it's just a flat image.

 

Damn... so its even bigger :o 

Posted (edited)

I believe it would be most beneficial if one of devs could provide an answer to this, they likely has more detailed knowledge about the numbers for specific game map sizes.

Edited by Adnyeus
Posted (edited)
8 hours ago, Streetwind said:

In the actual game, world size would likely also be strongly affected by certain settings, like world height, upheaval rate, and landcover. Because more blocks in a chunk equals more data to be stored. Meanwhile, the map cache file would be unaffected by such details, as it's just a flat image.

 

Update : I have made 32x32 world in size of one chunk, (default) settings load in and then quit to look on save file size
image.png.4ff7ba0092fa37d07380bf49c1e63523.png

might this be correct calculation of one chunk? lets say it has 1.500kb or 2.000kb

Edited by Adnyeus
Posted

Something to note: Unlike the other block game, here chunks are not columns 32x32x"world_height", here they are cubes 32x32x32 stacked on top of each other. So your 32x32 world was made up of 16 chunks.

Posted

I play permadeath, so have no saved worlds. And I've never made a smaller than default world. Probably played in them, but never cared to ask.

I think by far the easiest way to investigate is to set your view distance to minimum and start a new game and don't move from spawn. It won't take long to generate. Figure out how many chunks are revealed. If it's like the larger view distances, the map will be a diamond with chopped off vertices in cardinal directions, that you can resolve into 2 squares with s of viewdistance, plus 4 rectangles of viewdistance x (?). It would not surprise me if the width is twice the step+1, so at viewdistance=512 it's 9 chunks wide (or whatever), at the next, its 11. So for your first mapsize, I'd expect something like 2 * viewdistance ^ 2 + viewdistance * 3 * 4. (The last multipliers are 3 is rectangle width, 4 is number of rectangles.) The width of the rectangles are by far the things I'm least confident about. It may turn out the smallest viewdistance is actually a true diamond, and if so, the squares will actually be (viewdistance-1) on a side.

Then bump it to the next view distance and record its size, and repeat. Once you are satisfied you know the model for the number of chunks, predict what you will get next, because I suspect counting blocks at 1532 view distance is going to be a bit tedious.

Like @Streetwind says, I think the  size on the drive is volume based, and is going to depend on how many mountains there are. It looks to me as if air blocks are free. There are nearly 3x as many blocks in a column that goes to worldheight than there are of a column that goes only to sea level. It's going to end up being approximate, so the greater the viewdistance, the better the full world size estimate will be.

 

11 minutes ago, Hells Razer said:

here they are cubes 32x32x32 stacked on top of each other

Ah. So that's why worldheight of 320.

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Posted (edited)

I was way more wrong than right. Never have played with small view distances.

Anyway, it starts out with just 1 chunk revealed. 64 view distance reveals the 8 around that, for a total of 9. 96, the 16 around that, for a total of 25. Continue up to the 5th concentric ring, 160 view distance, the last that your map remains a square, 9x9 or 81 chunks. The next, 192, adds 9 more on each side, for a total of 81+36=117. A more useful way to look at it is that it creates an 11x11 square missing one chunk from each corner, or 121-4=117. The next is 13^2 but missing the outer 3 chunks on each corner, 169-3*4=157, the next 15^2 less 6 chunks per corner, 225-6*4=201, etc. Note the number of chunks missing from each corner are the triangular numbers, 1,3,6,10,15, etc., that is, the nth triangular number is the sum of the the natural numbers 1 to n. 

The last view distance is 1536, or 97 chunks per side, less 4x the 43rd triangular number, which if I didn't blow something along the way, is 946. So, again, assuming I didn't make a rookie mistake somewhere along the line, there are 97^2-946*4=5625 chunks in a full view distance. Well, 2d chunks. Multiply that by however many chunks to the top of the landform, or possibly all the way up to worldheight, 9 chunks high by default. Should be able to tell pretty quickly if it stores air blocks in the database.

[EDIT]

Oops. Speaking of rookie mistakes, the side of the full square is viewDistance/16-1. So the largest viewDistance would have a side of 95, meaning 95^2-946*4=5241 2d chunks. Again, with the proviso of no more rookie mistakes.

Edited by Thorfinn
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Posted (edited)

I think its more about render as map not a view distance if i have server and load all chunks 10k x 10k i would like to know how mutch GB it would be in total in disk.

- looks like this will be really hard to pull off and calculation, and only dev might know number.

**map rendered and saved in file**

Edited by Adnyeus
Posted

Right. As you expand the view radius, it generates the new chunks, and expands the vcdbs. Which is the same thing you are trying to do.

Technically, you could probably just multiply the size of a single chunk by the number of chunks in a 10k x 10k map (looks like its 313x313 chunks or 97,969 chunks), so as a first guess, it would be 97,969 * the size of a single chunk, which I think you already measured, right? A first approximation would be 108k. That sounds a lot lean. Someone reported his map increased by 2 gigs when he traveled 14k, and at a guess, 1024 viewDistance, which would only be a little over a quarter of an entire 10k x 10k. Assuming the report was correct, a 10k square should be closer to 3 gigs. All I have on this machine is a small test world (that I don't remember what I was testing) with 10 minutes of playtime that is 250k. I haven't opened it up, but I guarantee you I haven't fully explored a 25k by 10k region.             

Only reason I suggested starting with 32 and recording the difference in size as you increase viewDistance is to get some kind of idea how much overhead there is. I'm not saying there is any overhead, I don't have any idea. But if, for example the file size of viewDistance 160 is exactly 81 times the size of a viewDistance 32, and you have at least 31 blocks of vertical difference in some of those chunks, you also know it is also storing air blocks. And you have not had to run around revealing the whole map.

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Posted
5 hours ago, Thorfinn said:

Right. As you expand the view radius, it generates the new chunks, and expands the vcdbs. Which is the same thing you are trying to do.

Technically, you could probably just multiply the size of a single chunk by the number of chunks in a 10k x 10k map (looks like its 313x313 chunks or 97,969 chunks), so as a first guess, it would be 97,969 * the size of a single chunk, which I think you already measured, right? A first approximation would be 108k. That sounds a lot lean. Someone reported his map increased by 2 gigs when he traveled 14k, and at a guess, 1024 viewDistance, which would only be a little over a quarter of an entire 10k x 10k. Assuming the report was correct, a 10k square should be closer to 3 gigs. All I have on this machine is a small test world (that I don't remember what I was testing) with 10 minutes of playtime that is 250k. I haven't opened it up, but I guarantee you I haven't fully explored a 25k by 10k region.             

Only reason I suggested starting with 32 and recording the difference in size as you increase viewDistance is to get some kind of idea how much overhead there is. I'm not saying there is any overhead, I don't have any idea. But if, for example the file size of viewDistance 160 is exactly 81 times the size of a viewDistance 32, and you have at least 31 blocks of vertical difference in some of those chunks, you also know it is also storing air blocks. And you have not had to run around revealing the whole map.

I plan to keep my server map longest possible,  was worry it will get in to 500gb or 1T when it gets to 100k x 100k :D 

but its really hard to calculate and i think if developer answear on this it would be amazing, they might know something that we dont know + some of data are encrypted.

Posted (edited)

Looks like none of the numbers,  either the ones I've seen posted, nor my extrapolations, seem to be very close.

Took 3 hours 10 minutes to fill in a 10k x 10k map. Started flying at 4x. Had to keep slowing down flying speed as the file grew, so at the end was flying 2x with pauses to let the thing catch up. Made sure it was all revealed, then flew around a bunch more to make sure the file size didn't suddenly change. A tiny amount of change as I went. Such a small amount that it might have been animal spawns and deaths. Maybe some lightning fires. Saw a few of those. But the answer for this map, anyway, is 3.71 gigs.

Extrapolating should work, but player constructions might do weirdness. I don't know how chiseled blocks are stored, for example. But I'd expect a fully explored 100k x 100k to be somewhere around 100 times that size, or south of 400 gigs.

 

Edited by Thorfinn
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Posted (edited)
On 1/4/2025 at 4:46 AM, Thorfinn said:

Looks like none of the numbers,  either the ones I've seen posted, nor my extrapolations, seem to be very close.

Took 3 hours 10 minutes to fill in a 10k x 10k map. Started flying at 4x. Had to keep slowing down flying speed as the file grew, so at the end was flying 2x with pauses to let the thing catch up. Made sure it was all revealed, then flew around a bunch more to make sure the file size didn't suddenly change. A tiny amount of change as I went. Such a small amount that it might have been animal spawns and deaths. Maybe some lightning fires. Saw a few of those. But the answer for this map, anyway, is 3.71 gigs.

Extrapolating should work, but player constructions might do weirdness. I don't know how chiseled blocks are stored, for example. But I'd expect a fully explored 100k x 100k to be somewhere around 100 times that size, or south of 400 gigs.

 

I have edited the post. I received a response from a VS Staff member on it. 

 

Also you are legend, 3hours to fill in 10k x 10k ❤️ thanks

Edited by Adnyeus
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