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It does this so it can better scale out the back end side since they use pure HTTP to transfer data to users. That scalabilty is more important for them than the front end compression.
It takes me around 30 minutes to uncompress that archive from 20GB to 41GB... Whereas on my connection (2.5MB/s) it would take around an extra 2 hours for the extra 21GB... It would also enormously help those with data caps.
you are already downloading compressed data.
skullgirls:
1.7gb steam download
1.4gb lzma2 ultra (64-64-4096) - 12minutes on 4core
1.7gb lzma2 fast (1-32-128) - 2:30minutes on 1core
4.0gb on disk
there is no reason to compress files with resource intensive algorithm settings to save a few hundred megs. steam uses an on the fly data compression which is comparable to lzma2 fast
and if the gamefiles are in some form encrypted or are already compressed in some way, you are shooting with peanuts against a bunker.
And often times with certain games it's such a small amount of compression it may as well not be there. On some games you literally download a few MBs less than it is on disk.
Again it varies with the game, some compress better than others.
It can certainly be more than a few hundred megs, 20GB is a huge saving on the download. Again 20GB - 41GB on my machine ~30 minutes~ or another 2 hours downloading the extra 20GB, I sure know which one I'd rather pick.
As I've said prior depends on the game, some games you can literally half the file size, sometimes a few GBs and sometimes a few MBs if lucky. All I'm saying is I'm in agreement with the OP, it would be nice if Valve considered an option similar to this, sure it wouldn't be applicable for every game but at the same time it is applicable for a lot of games. It could be upto the publisher to offer a more compressed version for those with
A) Data Caps
B) Slower Internet Speeds but with PCs that can decompress archives quickly - Again 30 minutes vs 2 hours.
Again its not really about the 'algorithm' its simply about how the back end delivers data. It doesnt deliver 'files' it delivers 'chunks'. The only way 'compression' would help is if it delivered entire files to you. Steam no longer does that. If it did, then every Payday2 update would be 20 GB in size because it would have to send the entire game to you every single time. Rome2/Shogun2 would have to deliver 2-4GB files instead of 100MB patches.
Devs have tried to 'compress' data when submitting to steam like Starbound. That made things worse because it meant Steam couldnt deliver small patches because the zipped file looked totally different every time. They eventually rearranged their data structures and then patches became orders of magnitude smaller.
Steam isn't going to compress entire files because doing so essentially breaks how Steam Pipe works to begin with. It also makes the infrastructure harder to scale.
Also zipping files requires 3 stages to actually deploy, which wastes even more disk space locally.
Steam already does that with the chunks of data it sends
How much comp;ression depends on the game, file structure, etc.
I see. Although you can "Chunk" the files in 7zip too. I believe you can do it right down to 1Mb each.
So for the sake of simplicity can you give us a run down of how exactly Steam sends data from their servers to the consumer? I'm slightly confused about all this "back end" stuff.