Solving the 100GB Game Download
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Solving the 100GB Game Download
1–10 of 108 posts
Re: Solving the 100GB Game Download
#2Demo: https://www.youtube.com/watch?v=e5wAn-4e5hQ
TL;DW: Mounts a virtual filesystem that on-demands downloads game content to your local drive in the form of a cache. Start playing games instantly without downloading the entire game.
Re: Solving the 100GB Game Download
#3Not affiliated with this project but it looks to be incredibly cool - very small team. I hope this shows up as a Linux / Steamdeck option in the near future as well. Demo: https://www.youtube.com/watch?v=e5wAn-4e5hQ TL;DW: Mounts a virtual filesystem that on-demands downloads game content to your local drive in the form of a cache. Start playing games instantly without downloading the entire game.
Re: Solving the 100GB Game Download
#4Not affiliated with this project but it looks to be incredibly cool - very small team. I hope this shows up as a Linux / Steamdeck option in the near future as well. Demo: https://www.youtube.com/watch?v=e5wAn-4e5hQ TL;DW: Mounts a virtual filesystem that on-demands downloads game content to your local drive in the form of a cache. Start playing games instantly without downloading the entire game.
I am little skeptical since a game needs to load one file and then another file and then another file and this could add up to an awful lot of waiting in an uncontrolled manner. Although big downloads are slow in my rural area I feel included by them because I can play the game in the end whereas streaming is not a good option at all.
This video shows a good demo of it with Halo on Steam.
Re: Solving the 100GB Game Download
#5Earlier quoted context omitted.
I am little skeptical since a game needs to load one file and then another file and then another file and this could add up to an awful lot of waiting in an uncontrolled manner. Although big downloads are slow in my rural area I feel included by them because I can play the game in the end whereas streaming is not a good option at all.
https://www.youtube.com/watch?v=e5wAn-4e5hQ This video shows a good demo of it with Halo on Steam.
Halo presumably has a solid streaming foundation, so it's a good fit for the service.
Re: Solving the 100GB Game Download
#6Earlier quoted context omitted.
https://www.youtube.com/watch?v=e5wAn-4e5hQ This video shows a good demo of it with Halo on Steam.
Thanks for the link. As they say in the video though, latency issues depend on the game's implementation. From [1]: "If the game does like a read-wait-read-wait pattern, then it's bottlenecked by the latency... and that can become a problem." Halo presumably has a solid streaming foundation, so it's a good fit for the service. [1] https://www.youtube.com/watch?v=e5wAn-4e5hQ&t=591s
Re: Solving the 100GB Game Download
#7Re: Solving the 100GB Game Download
#8Re: Solving the 100GB Game Download
#9Earlier quoted context omitted.
Thanks for the link. As they say in the video though, latency issues depend on the game's implementation. From [1]: "If the game does like a read-wait-read-wait pattern, then it's bottlenecked by the latency... and that can become a problem." Halo presumably has a solid streaming foundation, so it's a good fit for the service. [1] https://www.youtube.com/watch?v=e5wAn-4e5hQ&t=591s
You could just push files to the client in advanced of request based on basic statistics.
Re: Solving the 100GB Game Download
#10Not affiliated with this project but it looks to be incredibly cool - very small team. I hope this shows up as a Linux / Steamdeck option in the near future as well. Demo: https://www.youtube.com/watch?v=e5wAn-4e5hQ TL;DW: Mounts a virtual filesystem that on-demands downloads game content to your local drive in the form of a cache. Start playing games instantly without downloading the entire game.
I am little skeptical since a game needs to load one file and then another file and then another file and this could add up to an awful lot of waiting in an uncontrolled manner. Although big downloads are slow in my rural area I feel included by them because I can play the game in the end whereas streaming is not a good option at all.
I worked on a title where this was particularly problematic from a game design perspective(limited ram, large assets), we ended up designing in "slow" sequences to mask the disk load.