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Search the forums for "Huge update size" and you'll get your answer. It's been explained a million times. But here's a quick recap; The size is correct. The 900 MB one that is. But the way Steam handles patching is pretty stupid. It needs to unpack the game files in order to replace the files that needs patching, and then repack them again.
Which is why you pretty much need as much free space as the game is in size in order to patch it. And in my experience; sometimes uninstalling the game is actually faster than the patching process depending on your hardware. CPU, RAM and HD mainly.
This happens with ALL larger games that uses heavy compression methods in order to make the game smaller in size. The drawback being this exact situation.
So, yeah... it's not the devs fault. It's Steam. And until they come up with a better patching solution to their platform there's not much we or the devs can do.
All we can do is suck it up and wait. This will most likely happen every time the game recieves a bigger update, so we just have to get used to it.
Also! Here you go; https://steamcommunity.com/app/1144200/eventcomments/4307201629952711088/
Patch notes are almost ALWAYS placed into the Events & Announcements section. Just for future reference.
And as the above user stated; Every newer, big game, pretty much, has crossed over to UE5, so... yeah. Quite a few then, and mostly newer ones, if that sounds better? The fact remains. And the explanation as well.
Almost every game I have that crosses the 50GB-size (Warhammer 3, Cyberpunk, TheHunter: COTW, Bannerlord, Generation Zero... etc. etc.) does this. Not all of them, mind you, but MOST of them. I don't really care how many big games YOU have that doesen't do this. That doesen't apply to mine or anyone elses experience. So that's a pretty vapid argument.
It mostly boils down to what hardware you're on. The faster your CPU, RAM and HD and so forth is, the less you will experience this issue. So... congratulations. You have a fast PC I guess. Well, most mortals may not have the luxury to spend a ton of money on a good rig, so that means some of us will have to live with this for a while longer. The sizes and times doesen't really bother me. As long as the game runs smooth, which most of them do. I just need to be patient.
Aaanyway... good night, people.
To re-iterate on these explanations based on what I understand from checking internally:
Unreal Engine 4 games patch all of a game's files when installing a new update on Steam, meaning small updates still involve patching the full game files. If you see the game taking a long amount of time to update (relative to the download size), then this is because it is patching the core game files. This means it may be a 1gb download and then have to patch ~50gb of game files.
Your question is a common one in general for Unreal Engine based games, and it certainly is a frustrating way that patches are processed, but not something we have much control over unfortunately.
dude i deadass just thought the dead by daylight devs hated me and made me update the game by whole every time something new was added.
It's not "stupid", what the patching does is replace ONLY the updated files within the game's deployment directory and it will even patch compressed file parts.
The advantage is that you download exactly what has been updated, the downside is it will take time to apply the changes.
Though, as the UE4/5 is the most popular game engine these days and it has additional peculiarities, it is mentioned on Valve's Steamworks documentation.
Pretty much this right here ^
Note that what you just mentioned is the "bad" scenario ^
As a developer you are suppose to chunk and pad your PAK files, as well as distribute assets within the pak files in a way that will conform to how SteamPipe content delivery operates, preciselly to prevent excessive install size ratios.
Meaning that if you do it right, the difference should not be "full game" all the time anymore (Ready Or Not used to have 2 pak chunks, now it's a dozen or so, yet it virtually always is ~50GB install per update).
The best practices are outtlined in the SDK docummentation:
https://partner.steamgames.com/doc/sdk/uploading
There are ways to work around it, such as not touching Everything Everywhere All at Once (great movie BTW) each update.
But, that would have a drawback of too many updates just to fix specific things grouped together, witholding critical fixes to minimize install time because they do not fit in the group, etc.
That's assuming everything else failed of course.
Are you suffering from this issue, or did you misunderstood the difference between "downloading" and "installing" ?