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https://www.reddit.com/r/Windows10/comments/76hj26/i_tested_25_games_against_the_windows_compact/?st=J8THCDU8&sh=b22efea6
Seems many have has success with it.
Some things should be up to the user, especially as there may be issues when messing with files in such a way.
Seems even Window's build in function can do it too, and even has special feature for programs.
It would cause a lot of HDD/SSD activity to keep compressing and uncompressing it and that may shorted the life of the drives, so something that I am sure Valve wouldn't want to be found responsible for.
1) In many cases even quick compression would achieve a net benefit.
2) I used high compression settings. See below.
3) Not everyone lives in the city and has 2 MB/s internet. Where I am I max out ~830 KB/s. Back in the day it was more like 360 KB/s. In fact, I downloaded all of the Orange Box over dial up back then. Dial up is not common anymore, but these are not uncommon arrangements. Even if I had T3 internet blasting into my house, eh, I would likely still archive some things. You can't rely on "the cloud", having a local copy has its uses.
4) It doesn't matter what a hard drive goes for these days, far as I'm concerned with modern multicore CPUs, memory, and mature highly optimized compression algorithms, you have no excuse wasting storage space and saturating the net with unneccesary traffic. Do you save all of your images in BMP? Do you keep your PNGs uncompressed? Why bother wasting time compressing a png? Storage is so cheap! The answer is no, you don't do any of that, no one does. You have it all in jpg and png like everyone else. There is a reason for this.
5) I've had my account for 15 years and have 273 games, don't know how many are AAA or the median install size.
Those are the highest settings for 7-zip. I have an older AMD and just did it.
It's comaprable. Most modern SSD controlelrs and OS's buffer data and batch write to cells. The way 7z flushes its output to disk could be tailored if this is a major concern (though it really isn't). Temporary files aren't generated. The work is done in memory and written to disk.
It seems like something isn't clicking here. The game will not be stored compressed by default, nor will it be decompressed and compressed every single time you launch it. If you go into the properties page and click compress, it will be compressed. If you launch it while compressed, it will be decompressed. That's it. You might as well be complaining about temp files generated while downloading patches.
I have no idea how you read my OP and subsequent posts and came to that conclusion. Read above. Might have to edit the OP if this keeps happening.
This is very strange. Unless you work at Valve, I'm just going to move on from this line of speculation.
No comment necessary. You're clearly seeing something else through this exchange. Not my problem.
This doesn't work reliablty. I don't know if it's looking at file modifed timestamps or something, but often after decompressing it will want to update or redownload certain files, despite no update coming in the meantime.
That's an interesting point though. A game could start out in the compressed state initially until first launch. Though using solid compression or larger blocks (don't know how valve transmits things) could achieve much better compression.
Despite talking about Valve's competence above, you seem weirdly protective of the Steam client. Don't really know what the deal is here. I'm well aware I can manually accomplish it, I've been doing it for months and outlined it in the OP. I mean what?
I edited the OP for clarity. Took a bit to realize what people thought I was suggesting.
Also, as OP described, it's an option. It's not like Steam goes in and compresses everything without your asking it to. (And it should of course default to off, if such an option is implemented.)
This all depends on people's internet connection speeds vs. their processor speeds. Both of which vary quite a bit.
Either could be faster.
So if Steam gives people the option, they can play around to see which one works better for them.
The Steam client is already not a "thin" client anyway, as I've explained elsewhere. It's already quite bloated. A truly "thin" client would just do its game launching and DRM checks on the command line, not even needing a UI.
Also, why are you taking it upon yourself to try to gatekeep what other people suggest? That ought to be Valve's job.
03/22/22 Don't Starve (without soundtrack): 4421 MB -> 1949 MB (44%).
Especially with weaker systems.
those ones who did everything in their power to derail and bait you into overreacting have been endlessly driving away the "new demographic" you were hoping for with the same tactics.
apologies for not having an opinion on the compression, as i uninstall games when I'm done with them and have a comfortably quick internet connection should i want it back.
Waiting 6 months doesn't really change any of the previous answers. Sure Valve COULD do it, but seems like a lot of work for a highly specific scenario that is not the norm, nor is it best practice.
As others have stated there are far better solutions then what you describe that make far more sense IMO.
There's a lot of junk to wade through ITT, but I covered the reasons why it should done by the client. Namely updates, and though I haven't tested I imagine issues with file integrity could arise if steam relies on file modified timestamps.