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If you pay attention, you would see that the game is in "Patching" state which means it has to unpack and repack some game files.
Also if you check your network trafic during patching, you would see that there is no download.
So no, it is not downloading anything exept the patch it self and it is not installing anything.
But this ridiculous patching is just how UE4 engine is. It is very annoying.
It has nothing to do with UE4. This is how Devs approach to making a custom packaging system for their game these days.
I see this becoming a pattern on multiple platforms and with various game engines.
Few reasons why this is done:
1) It's easier for Devs to work on whole game, not worrying about how to bring this content with a patch (custom packaging)
Probably automatic tools just do diff between game builds and generated a patch automatically in binary form.
2) It's cheaper for distributor like Steam, XBox, Uplay, Epic. Traffic cost for sending 200MB off data per client is much different that sending 5GB of data per client.
3) Availability of automatic tools. You don't have to spend time and develop own packaging system and maintain it for a game - it cheaper.
All cons are at client side.
1) Time spend for updating a game.
2) Electricity costs, e.g. PC needs to run 20 - 30 minutes to update a single game.
3) Reduced SSD life span, because whole game gets repacked. Some games have 65GB, some 85GB and the latest ones 100+ GB. And some games release a patch and then a hotfix right away.
Customers usually stop being important after confirming their payment.
ue games are comprised of several big pak files which have to be unpacked, patched, than repacked
Well, Devs could have 'big pak files' for patch as well, in fact some games that use custom packaging system use same technique.
So Devs could have path_01_dat.pak, path_02_dat.pak and so on.
In fact I think old UE games did it this way.
Actual patching in UE:
Source UE docs: https://docs.unrealengine.com/5.2/en-US/updating-unreal-engine-projects-with-patches-after-release/
1) One approach keeps files from the original release or previous patches, but adds a pointer to new content.
Devs need to keep references of pointer in game, e.g. changes to texture will now point to patch_01.pak/textures/door01.tga instead of base.pak/textures/door01.tga
2) The other approach is to transform the content in the original build using a binary patch. (Atomic Heart repacks [transforms] everything. - base.pak/textures/door01.tga. You change everything in place, and really don't care about references to pointer. and to patch history.
But it is Devs choice, and not UE limitation how you insist on.
what a horrible suggestion
yeah it's why every ue game is patched this way and something ue5 is trying to address, totally not
Don't release untested and unfinished, beta quality games, not much to patch then.
And besides it you have many unused assets then you can release a patch and repack a game. But repacking a whole game 80GB for example to change a few textures, does not make sense.
and is post-launch content and dlcs also "untested and unfinished" and "beta quality" because it's released after launch?
keep moving goalposts
I don't care about the reogarnization of the files, but DOWNLOADING that's something else since I'm using a limited 4G sim card.
What is it for ? patches like yesterday ?
If there's no dlc I'm just uninstalling until it comes out, what's the point of downloading all the game for nothing when I already completed it
Mundfish could you stop with this crap?