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It's mean as a solution to save some bandwith during a hardware change, not to store game for later down the line.
the point of a backup is to be a backup, not some specific scenario of moving data between computers. this is not mentioned anywhere, you are either inventing this now yourself or you are wrongly informed
if steam would had restored the game first from the backup files and after that check for updates, then this issue would not be an issue anymore.
Once the old game is back on disk, installed as it was before the backup, steam then can just download the update and patch the game.
this would mean downloading less data to patch the game, instead of downloading the entire game again
they did the lazy thing, if the game version from the backup is different that the one on steam servers, steam will just ignore the backup. Is simple as that and this shows the amount of respect they have for people time. Not only that but they have included this backup option just to troll people.
I don't see any other explanation. Fell free to change my mind
Now I would suggest, just make another steam library via Steam settings add on your portable storage, or extra storage, use the Steam move, to move games you want to store, and there you go, that about it, and when next time launch Steam, just ensure storage is read ready, so whenever want to play those games it always there.
Now if happen to launch Steam without portable storage plug in, or extra storage wasn't ready to read, can try restarting Steam, if doesn't appear, do this, visit the storage steam library folder is on, rename that folder just add -old at the end of, now launch steam, add a new steam library folder to that storage it not able to detect, now shutdown steam, delete that new folder made, and rename back the folder you added -old at the end to it original name, and launch steam, and should fix the problem.
Steam breaks a game up into lots of small chunks. When a developer wants to upload a patch to Steam, a tool analyses the new version of the game, and works out where the new version contains chunks from the old version. It creates new chunks whenever there's new or modified data which doesn't correspond to any old chunks. It then uploads only the new chunks, along with a manifest of how to assemble all the chunks into the new versions of the game's files.
When Steam is updating a game on your computer, it compares the manifest of the old version of the game and the manifest of the new version, and downloads any chunks which exist in the new version but not the old version. Any chunks which exist in the both the new version and the old version are just copied over from old to new.
This method has lots to recommend it; it does a pretty good job of only making you download the differences between the two versions, and it supports updates between arbitrary versions in a single step.
When you do a backup, Steam saves all the chunks from the current version of the game.
When you install from a backup, Steam basically does the same thing as doing a patch. It looks at the manifest for the game version, and makes a list of all the chunks it needs. Any chunks it needs that are in the backup it will use, any chunks it needs that aren't, it'll download.
So, if it did just install the game as it was from the backup and did the update, you'd get the same result. The list of chunks making up the old backed-up version wouldn't change by installing the game, so doing the update would be just as extensive in the amount it would have to download.
If the backup is really old and there's been a lot of extensive updates, the odds are going to diminish that the backup and the most recent version share many chunks in common.
Theoretically you could do a better job by calculating a bespoke update between two versions using something like the rsync algorithm, but that doesn't scale well along multiple dimensions.
But, today is not the first time I've got this issue I've explained in this thread. I've figured out this problem this summer so from then I've used a different method of backup games.
I just copy the game folder and the app manifest files manually. When I want to reinstall the game I can just copy back this folder and the file.
I have a couple of games saved with this method and when moving back one of this games, steam detects an update and downloads a smaller patch. not the entire game.
let me rephrase this. when I manually backup the game folder steam will work as explained by you. when using the steam backup functionality instead it use the dumb method of downloading the entire game by default
unfortunately I have only a small fraction of the games saved with this method. the rest are with the "official" method. which will require further time lost on my side. And the reason for this thread
I kind of want to investigate it; with the .csm files from a backup of a game I own it should be (theoretically) possible to work out how much it ought to be able to recover from the backup, although I would have to write some code. This is on the verge of nerd sniping[xkcd.com] me.
I think now once it hits a backup file that is different it doesn't switches back from the download from internet mode.
Is why I have 1 TB of these useless files now. It worked till maybe this spring
The .csm has a list of chunks, and for each chunk it has a SHA1 hash and an offset and length. The offset and length are where the compressed data for each chunk is in the corresponding .csd file. That ought to be enough for Steam to use any of the chunks because the chunks are addressed by SHA1 hash.
Steam does some logging when it's installing, to the file Steam/logs/content_log.txt, that might be somewhat illuminating. I just did a backup and then immediately installed from that backup, and got the following in content_log.txt:
I've not seen the "YieldingStageFromChunkStores" bit before, so maybe something has changed with this recently. Anyway, this logging might reveal what's going on? I wish I had an older backup to hand to test.
Unrelatedly and interestingly, it seems the sku.sis file has the manifest ID for each depot, if it's possible to get hold of that manifest version it would be theoretically possible to reconstruct the original files.
[2022-12-13 00:55:06] AppID 34270 update started : download 0/177656096, store 0/450592096, reuse 0/0, delta 0/0, stage 0/1441891593
[2022-12-13 00:55:08] Using 1256/1367 chunks from /Users/andy/Desktop/SEGA Mega Drive & Genesis Classics/Disk_1/71121_depotcache_1.csd
So, it only partially used the backup of depot 71121. But, looking at the manifest ID in sku.sis, and looking at the depot history on SteamDB, there's been two updates since the backup was made. So, maybe the download of 177ish MB is right. The whole backup is 584 MB and Steam used 450 MB of it, about 77%. Not sure what to draw from that.
Note I think people misunderstand the UI elements and assume steam is “downloading” everything again when it’s not actually