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Now is verifying again 46,7 gb for the second time. I always end up uninstalling this game because of this broken system this game company gives. Other games like Chernobylite complete Edition and Dead Island 2, their updates even how big they get upon ''patching'' and overwrite the game directory. It never fails or get corrupted.
Lastly, valve doesn't make that game so however big the download size is vs patch size is primarily due to how the file structure works and how much data is in any one file.
Sounds like a local system issue or internet connection issue not so much valve.
So, hardware related your end, why you don't fill a drive fully amongst several other reasons.
Also not updating your game means its a dead game
Like what do you people want
Note that was more of a thing with UE3/4. Back then due to spinning disks, FAT32 and windows defragmentation, it was optimal to put all your stuff into one single giant file. Its why many games from that era are basically one giant file with everything in it. This did improve read times and game performance.
However that was more or less short lived once NTFS became standard on consumer windows, and windows began defragging drives in the background. Single file also became untenable as games started becoming 10GB and larger, which meant that build times for any patches was extremely painful.
Containerizing data into several larger files makes way more sense. It makes it much easier to add stuff to your game later on as you just have to append data to the end of the file. Also having a zillion small files can actually tank windows file performance (trust me I know this first hand from programs that do this) where even doing basic file system queries can basically cause the OS to have a seizure. I've seen some places who want to use teh filesystem as a 'sorting' mechanism, basically use the file name as a bizarro directory structure b-tree. Its stupid, but it is fast to query and find a specific file. Also traversing the directory structure doesn't take 15 years to load
Indie games can sort of get away with individual files for every asset class. But for a lot of AAA game where game sizes are ballooning up to 50-100GB of actual data and not movie files, you likely couldn't even load the directory structure of the texture pack of a Call of Duty game of a single map.
I feel like you've had this misconception in the past and refused to understand the patching process back then as well.
Delta patching: A delta update is a software update that requires the user to download only those parts of the software's code that are new, or have been changed from their previous state, in contrast to having to download the entire program.
Those files which have changed are being replaced throughout the game install, they are not simply tacked on the beginning, middle or end.
Unethical? No.
Efficiency? Yes or would you prefer when a patch arrives it completely uninstalls the game and re-downloads the game in it's entirety.
https://steamcommunity.com/sharedfiles/filedetails/?id=3387036321
I still don't understand and that is part of my line of thought why force the client to redownload the whole game and only to update instead of getting the update modules and apply these changes. This update took less than 8 minutes to complete when anything bigger than 30 gb takes 30 minutes to download and pass the procedure to ''patch'' and ''verify'' taking another 30 minutesish to an hour to complete.
I think you want games to arrive faster.