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That's annoying but not necessarily a hindrance in this case. There's no reason Valve needs to adhere to conventional practices when implementing it into their own client. Plus Valve could serve as the certificate authority with the negotiation handled internally in the client. I trust their implementation would be thoughtful and thorough.
And, even if they are unable to produce a workable BitTorrent option for all users, I maintain that it could be helpful to some customers and would definitely help their bottom line. (They have to pay bills too and theirs is certainly not calculated as a monthly fee with unlimited data.) For those that can't use it, traditional mirrors would still be an option.
IP addresses aren't necessarily static (dynamic allocation) nor unique (CGNAT/DSLite). Nor can you reliably bind certification to hardware because that hardware is invisible to the outside world.
Valve wouldn't run a CDN like they do now on their own if it didn't fit in their budget nor their revenue plans.
BitTorrent won't help against cheapskate ISPs with slow and oversaturated backbone exchanges. Most game companies using BitTorrent do so (and force to) to save traffic costs on their end. Valve doesn't need to do this, the expenditure in developing a solution like that outweighs the revenue in their current costs if they added BitTorrent.
We're not troubleshooting you M8. We're telling you why your assessment of the problem is likly to be incorrect ergo your suggestion is meant to fix a non-existant problem.
This is a discussion. If you can't handlyy discussion. Posti your gripe in your blog.
He does it for the same reason people would object to putting square wheels on a car. It would solve no real oproblem and intrudice no small amount of issues and soft-points.
TYhe simple fact that STeam can saturate most any connections is well known and ergo proof of the redundancy. The fact that steam does indeed ultilize chunk is also known (this is why preallocation is a thing and why it can sometimes take an age.
I don't think EA, Activision or every other big publisher to be happy with their software being peer distributed by Steam users.
Requesting ownership verification from Steam itself by the other peer would require bypassing a user's privacy settings.
Can you reliably bind a certificate to a sessions, account, or unique client instance if it has access to a central authority?
I don't claim to know anything about Valve's budget process but I'm sure, if they like my suggestion, they'll figure it out for themselves.
That's interesting! I didn't think of that. Maybe that could be a problem but I imagine there are a lot of arguments to be made there. Are the customer's distributing the software or is Valve distributing the software? A good legal team might say Steam client is just using the customer's hardware, much like a router is used to send the data over HTTP. But, you're right, that's another angle to consider and definitely could be prohibitive.
Okay...? Anyway, you're correct that its trivial to throttle based on specific criteria. I never said it wasn't. But encrypted traffic to/from various sources is much more difficult to throttle than a list of 130 servers.
Okay, so apparently you've never experienced a situation where the Steam client downloads at a significantly slower rate than your connection is capable of? Assuming your experience represents the vast majority, that implies the ISP is throttling ergo a problem exists.
Correct. I was hoping to have a discussion about a BitTorrent option in the Steam client. Maybe you're misreading my tone? I'm not hostile. I'm trying to stay on topic.
No, that's not proof. That's argumentum ad populum. Proof would be some kind of documentation from Valve which states that the bandwidth allocated to their content servers never reaches its limitations. Another form of proof (to support Satoru's statement that they use some kind of ad-hoc distribution similar to BitTorrent), would similarly be a statement from a Valve representative saying so.
I'm confident that Steam can saturate MY connection, assuming every other customer isn't downloading something at the exact same time. I'm not saying they're running services out of the back of garage or something. But I don't buy Steam's total bandwidth capabilities come close to matching the bandwidth capabilities of every customer combined. And, if they were doing that, I'd suggest BitTorrent as a way they can scale back their truly insane budget! Surely, on occasion, their content servers are under strain. A BitTorrent option would relieve that strain in the form of operational costs for them and speed benefits to their customers.
Nope. SSD, CPU, and network interface are almost completely idle. I routinely deal with high-volume data transfers on machines with much lower specs and I've confirmed the problem only exists with Steam during update releases.
Clearly the user support for the suggestion is negligible. I still maintain that it would be a helpful feature, should Valve find a way past any technical or legal hurdles. In the very least, it would reduce the bandwidth costs for Steam and for users on a LAN. And, at best, it would ease strain on content servers or bypass ISP throttling. That said, it sounds like the mob has weighed against the idea, deeming it unwanted for one reason or another. So, I guess I'll shut this down and go back to games, leaving any potential advocacy to others. Thanks for your feedback, Everyone.
I personally updated Persona 4 Golden today to the beta and my connection was completely saturated as it downloaded.
For the legal aspects it would require an update in the agreement made with developers, to something similar to what Windows does for its store (Delivery Optimization).
I got a gigabit line, and even when downloading to an SSD, and even when that's the only activity the system is doing, the download will sometimes just get all flaccid. Try changing the download server before you go complaining to your ISP.
No you can't because it can't be verified who behind all the hops is the authoritative holder of the session or account. While a session or an account can authenticate you as a legitimate user, it cannot clear all doubts about the peer being the peer it alleges to be. It might be the legitimate host, but it also might be a (malicious) proxy acting as the legitimate host. Also, it's a bad idea to give other peers than Valve's servers any hint of an identifier for authentication. (Sure, there's "sign in through steam", but this is just a user API, not a true authenticating functionality and shouldn't be used as such, never offload authentication to a third party.)
Valve could in theory apply something like PGP and act as a keyring of sorts (for envelope encryption), but this won't solve the peer legitimacy issue from the license standpoint. Yes, it's this and that peer, but does it even have the legitimacy to download or upload the game? Peer legitimacy validation would require Valve to disclose which user has which games to other peers, which potentially contradicts the privacy settings of said user.
Also, peers are outside of Valve's control and could (intentionally) break the trust chain. If it's not on their servers, it can't be trusted. Peer to Peer would actually be a weakspot to Steamworks DRM. The user cannot be absolutely certain that the source they are downloading from and/or the target they are uploading to are completely legitimate.
How will you solve CGNAT and/or Dual Stack Lite issues? Sure, go IPv6, you might say, but there are still ISPs out there that deny access to IPv6.
You see, the possible solution grows more and more complex and hence will cost more to develop.
It's not that we inherently oppose the implementation of p2p, but rather that we're trying to offer you solutions that will actually fix your problem rather than letting you keep dreaming of castles in the sky.