Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The numbers you see are 2 different ones
Th enumbers on the left are the DOWNLOAD size. How much of the patch you have left to download
The numbers on the right are the LOCAL size. How much LOCAL FILES need patching and how much is left.
Because Steam uses delta patches, it will download a smaller delta patch that is a database of file changes. Once it downloads this file, it then calculates what changes need to be made in combination with the original file, to make the new file. As such you can download a file that is a certain size and then has to patch a bunch of files muich much larger
As an extreme example, Payday2 due to its game engine structure, basically requires every patch to touch EVERY FILE IN THE GAME. Meaning that a 1GB download patch file, will patch almost 100GB of local files. Again how this ends up depends highly on the game's file structure. Some games split out everything into lots of small files. Others combine certain things into singular larger files. On the other super extreme, UE4 used to combine all game assets into a single file (this was to improve disk performance on older slower spinning drives)