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The only approved way to distribute directx is to distribute the entire installer too.
The space saving would (evidently) be worth it. My suggestion is about avoiding redundancy, so if one game has older ones, you'd have those anyway. It's always an advantage.
As a side note, for some reason, now that I ran the updates, I only had the 0-bytes updates and nothing else, but that's for the other thread to discuss there. If necessary I will mention any updates on that here. This suggestion of mine was made based on reports from other people. I also still have all the excess redists in my game data.
And never assume everything you need is installed anyway. I had quite a few software installations which required a certain DLL which of course was not installed anywhere.
So not a proper solution, not even a good workaround.
There's generally a lot of sloppiness with wasting IT resources in online software distribution.
As it is, Steam already supports the inclusion of common redistributables (which is probably what happened with the 0kb update incident; a configuration on one of the common redistributables got changed) so deduplicating those would be a clear benefit.
COnsidering how cheap storage space is ... it's the better of two choices
Steam already provides a set of common redistributables (see here: https://partner.steamgames.com/documentation/common_redist for the documentation on that) which developers can opt-in to in their Steamworks configuration, and Steam handles the details of installing those when you launch the game. Steam could be set up to deduplicate those installers by putting each one into a common place rather than duplicating them across each game. From the game's point of view it would be transparent. The game would still get the stuff it needs installed installed.
If a game needs something that isn't on Steam's list of common redistributables, then the game can still provide the installer file itself, and give Steam the script to install it, as is done with custom redistributables today.
Far simpler for the developer to assume it isn't there and install it anyway.
Sure, you could say, "what if Steam screws up and doesn't download the installer the game asked for?". Well, that's true. But what if Steam screws up and doesn't download the game's executable? I think we can take it as given that Steam will download the right files.
Also: I really can't overstate this enough: plenty of games already rely on Steam to provide the right installer files. Look at e.g. https://steamdb.info/app/296470/depots/
When the game launches for the first time, it triggers a Steam install script to install these things. If a game bundles a custom dependency / redist, the dev provides a Steam install script for those. These aren't new mechanisms: this is what happens today!
They won't. THey know what repositories there game was built around and like it or not they don't like to take chances on these things. Installing there own will always result in things being where they need to be. DOing otherwise.. inserts chance for failure.. Besides it's not like the old days when HD space was expensive.
"Also: I really can't overstate this enough: plenty of games already rely on Steam to provide the right installer files. Look at e.g. https://steamdb.info/app/296470/depots/ "
Seriously, sign the agreement and read the Steamworks docs: https://partner.steamgames.com/documentation/common_redist
https://partner.steamgames.com/documentation/installscript
In that case the recent oddity with the update flood would show the widespread refulsal of Steam game devs to make use of it.
So exactly what I suggested already exists? Or is it somewhat different?
I noticed in various other cases how some devs don't seem to use Steam right for the publishing, either because of pure ignorance or because communication of features is bad or because the features don't work properly. (One example would be game type flagging "Free" vs. "Free to Play" and what the choice entails, in part regarding trading cards.)
Even if it existed.. most PC devs would not use it. Again... certainty. They know that the files they distribute it with, will properly run the game as intended.
As auisepsi pointed out, any error that could come from using Steam's redists could also come from distributing the game itself on Steam.
Steams redists can change. And again, Steam isn't the only distribution point for the installers.