In demoscene nomenclature, an "intro" is a demo with a sizelimit. This was entered in the demo compo, ergo "no size limit".
With file size, most democoders go all the way, both ways. By that I mean that if they choose a sizelimit category, they squeeze out every last byte, and if they don't, most don't care about filesize at all. There's demos these days that are many times bigger than an acceptable video recording would be because nobody bothered to eg compress the assets, it includes an entire game engine, etc. Like 800MB for a 3 minute audiovisual show. Kinda ridiculous but it's just.. well, call it either laziness or focused pragmatism :-) Gotta get that prod out before the deadline!
The Razor1911 zip[1] is 30MB, which actually is very much on the small side for a current-day demo.
> The Razor1911 zip[1] is 30MB, which actually is very much on the small side for a current-day demo.
> and music is probably a significant fraction?
For the Razor1911.exe in the ZIP which ends up being 31MB on disk, which is almost entirely made out of a compressed 145MB executable, whose size is mostly 48 PNG files (11MB), 69MB of zeros (nice?), 329 compiled DirectX shader blobs (DXBC) totaling 6MB, One large MP3 of about 17MB and finally like 34MB of what seems to be other types of runtime data like asset tables, font and UI data,
Seems about right then, my guess was about a third for music, classic 128kbps mp3's are at about a meg a minute (960kb/m) so this is at a slightly higher bitrate. Not sure how compressible those parts are but between half and a third in the end depending on the final compressor checks out.
This came up in the Discord party chat, basically there isn't a size limit in the rules[1], but going beyond 2GB would be concerning that it's not a real-time demo but instead just playback of animation.
Demos were limited to 2GiB. Size-coding competitions, like PC Intros, were of course limited to the size of their respective category (256 Byte, 4K, 8K, 64K).