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It really doesn't have to all the time.
Steam uses differential patching where it needs to copy files; then needs to parse the downloaded diff files and sequentially use random access writes to update the copies; and then needs to copy everything back in place.
If your internet connection is fast enough, then it literally can be quicker to just re-download the whole file that needs patching; extend or shrink the old local version of said file in place to fit its new size; and then use a forward-only streamed write to push the download directly out to disk.
This depends on the nature of the patch.
If the patch just needs to change a few hundred bytes in one huge multi-gigabyte sized packed file, then the diff-patch method will win out. If the patch needs to change tens of thousands of small clusters of bytes all over the place throughout that same file, then the wholesale-replace method may actually win.
And yes- the patch process could suffer transient failure, like network hick-ups, which damages the local files if you don't first create a working copy. Sure. In that case you'll just have to run a repair install -- which will essentially try the exact same thing again.
Afaik the whole ritual where Steam takes a working copy to patch rather than patching in-place is 100% useless anyway, as the Steam client doesn't allow you to actually launch the game in a non-patched state anymore once it knows there's a patch pending. There is no 'reverting' to a known safe copy.
Also - the real reason for the diff-patching likely isn't that it saves consumers bandwidth, but that it saves Valve bandwidth.
You might have faster speed, but Steam still needs to pay for the data that they use - it makes more sense for them to reduce data usage as much as practically possible, even if it means you need to use more of your cpu to do the rest
You already have those options. Allow to patch or uninstall the game and re-download it.
Then I agree with you EvilGod that it is significantly impacting the user experience, which—apart from being a nuisance—could in turn impact user perception of the platform and brand.
If Steam detects fast enough internet, and a patch is likely to impact CPU resources in the way you described, then it would be ideal for that subset of users to be prompted and given a choice.
Besides, if you have high speed and the patching is only using a set amount of that, then doesn't that leave the renmainer free for whatever you want?
The problem is in reality how the devs set up the patches in the depot.
An dyes I have encountered games where it is just faster to redownload than to update. Looking at you Pat of Exile
Which is why Windows 10 and up have a setting to indicate that a particular network connection is metered. A setting that Valve could read to decide on the patching process to use.
A setting that they've actually been asked many, many, many times to read - but still don't - to avoid starting automatic updates on metered connections.
If your PC is crippled, that's an issue with your PC. I can't say I have a problem downloading/installing game patches while playing a game. Why is it such a problem for you?
Now keep in mind engaging in gross hyperbole doesn't make a bogus argument stronger. You want the system to behave differently, making bogus claims about how your PC is crippled doesn't create a necessity for Valve to change it the way you imagine it should be, just saying. You're better off sticking to the facts and stating your opinions.
It is annoying but it will not be the first time or the last people here have to make behavioral changes to correct Valve's anti-consumer decisions.
Get a fast M.2 SSD with a reasonably sized DRAM cache (i.e. Seagate Firecuda 520/530) and a reasonably fast and modern CPU of the Ryzen 7 or Core i7 bracket.
Did you know that Cyberpunk 2077 on GOG Galaxy takes a long time to patch due to how it is structured and reads, writes numerous times on an SSD, in fact it is easier and quicker to uninstall and re-download the game.