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Ein Übersetzungsproblem melden
Few games do this because its not worth the hassle. You have to firstly somehow segregate your assets. Then you have to make it so your engine doesn't ahve a literal seizure when it cant find those assets. Then you have to clearly communicate somehow through teh settings UI that "oh btw did you actually download this OTHER thing in order to enable this setting?" which is going to just annoy more people when they wonder
* Why is this option greyed out
* Why do I have to download this separately
As a developer its much much better to simply have all assets included so there's no confusion, you don't get support tickets about "why doesnt this work", you don't have to create UI and engine changes to accomodate this, for what amounts to solving a problem that can easily be solved by telling users "have X hard drive space free". The 'solution' creates more problems and basically doesn't solve any real problems in the first place.
Again your bandwidth cap isn't a problem that the developer or steam needs to 'solve' for you. Steam already compresses downloads and only sends delta patches, meaning its already doing its part to reduce bandwidth sent to clients. Its not the developers responsibility to accommodate your download caps either.
Note cybercafes have the ability to set up an authorized basically proxy server where clients can pull patches/data from. This saves bandwidth for cybercafes who otherwise would be downloading the same DOTA2/CSGO patch a few thousand times.
https://support.steampowered.com/kb_article.php?ref=1152-RJKX-0332
These servers are still authorized/authenticated by steam so they're safe to use in cybercafe environments. These content servers only work within the same subnet as the content server, but again these are designed for cafe environments so that's an expected limitation.
Most older squid based proxies that were common before, no longer work now because I think all downloads on steam are now HTTPS based (though I could be wrong on this)
Yes, games in the 90s - early 2000s had to optimise their space taken up, firstly because Hard Drive capacity (was at 1GB and steadily increased), and also to fit within the capacity of CDs or DVDs (700MB or 4.7GB per disc typically).
Nowadays, TBs of Hard Drive space are cheap, and it's digital downloads, so it doesn't really make much sense for game Devs to hyper-optimise their game file size say, from 15GB to 12GB.
A lot of games, as already mentioned, are downloaded compressed already, so that 15GB game, you might only have to download 8.5GB.
That being said, something like Destiny 2 would very much benefit from a refactor and file size optimisation: it was running at 100GB+ before they vaulted half the content.
Optimise that and maybe they wouldn't have to vault as much.
There's also the fact that many games in the 90's cheated a bit by leaving a fair amount of data on their disc. You do remember back then right? having to keep a disc in or swap discs during play?
Yeah. that was another and rather common trick back in the day.
Well that and remember optimization is about weight costs . YOu can optimize for one factor at the cost of others, in fact this is basically a known problem with optimization. You optimize for a particular set of limitations, or set of hardware and once you're not in those parameters things start breaking...
You see this alot in old games where they were optimized to squeeze every last cycle they could from the cpu. The result.? Well there's a reason emulators like DOSbox have a function to slow down/limit the CPU cycles the game uses. In short the games run waaaay too fast to be playable, or the speed causes collisions in processes.
The same can happen with RAM, and it happens a lot where games were specifically designed around certain brands of Hardware. AAny game for example thatt was optimized around any 3DFX tech have historically been a ♥♥♥♥♥ to get running smoothly.
Easier said than done. and again. WHat trade off would you consider acceptable.. FIdelity, greater RAM usage, Hogging more CPU&GPU cycles?
Bladur's Gate was 5 discs long, to name an example.
Optimization due to storage-unit limitations is a lie as we've had multi-disk installations since the first days of the floppy disk. Even Doom installer took five floppy disks.
No one has ever optimized to fit on a floppy, CD or DVD because you could always fit another one.
There are examples from the very early days where chips were costly and slow to produce (look to the likes of Commodire PETs, for example), so there was SOME point back then.
But largely, it's never a concern when the medium being turned out on is so cheap.
This is why there's a number of Nintendo 64 games that were miraculously compressed - like Resident Evil 2 - because that WAS a consideration for them. Selling two cartridges would have been something the market couldn't bear.
But as far as PC goes, nah, you're spot on. There's never been a medium that has stymied this.
That was my bad, I did not necessarily mean just one disc for games.
As for never optimising, there is the story of how Myst almost couldn't run on a CD-ROM.
This article is quite interesting on the topic of the thread:
https://www.pcgamer.com/au/how-game-sizes-got-so-huge-and-why-theyll-get-even-bigger/
Even in the case of 5-11 disc games, sure, that is still an ordeal to install, maybe even looked upon positively as "worth the effort" through a nostalgic lens. But it wasn't going to last and so the next disc medium came along.