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Re:Beta users of Starlink get downloads of 11 to 60 Mbps by tetha on Friday August 14, 2020 @03:26PM (#24162202)
Reliable 10mbps is a stable full hd stream and 5ish mbps to spare. Easily one stable video call or two at lower quality.

It'll be annoying if you want to download the latest AAA shooter coming in at dozens and dozens of gigabytes, sure. But you can do a lot at 10mbps as 1-2 people needing the uplink. That's really nice.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by curiousllama on Friday August 14, 2020 @05:09PM (#24163300)
Totally agree.

Also - my frustrations over the last few days compel me to point out that the latest AAA shooter is in fact 227 GB, plus >100GB of updates.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by kickopotomus on Friday August 14, 2020 @05:45PM (#24163667)
Has anyone come out with a reason for the size? I mean they seem to reuse a lot of the same textures throughout the game so I have a hard time understanding how it managed to swell to that.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by felbane on Friday August 14, 2020 @05:52PM (#24163745)
People keep paying for it. That's pretty much it. There's no legitimate reason for a game at the resolutions common to modern consoles to be that big.

Then again, I guess you have to store all those textures for the $9.99 exclusive hot pink and baby shit yellow digital camo shotgun skin somewhere...

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by csharptwdec19 on Friday August 14, 2020 @06:01PM (#24163823)
IDK if they do this for PC versions...

But a lot of these games not only Reuse textures but also duplicate them. They do this to improve load times for levels/etc (less seeking).

Playstation DOOM is an early example of this pattern. The WAD files were actually 'per-level' and contained all sprites/textures/etc used in said level.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by antris on Friday August 14, 2020 @06:06PM (#24163871)
Wouldn't duplicated textures get de-duplicated by any halfway-decent compression algorithm though? I'd assume the game is sent over the wire compressed
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by labawi on Friday August 14, 2020 @07:46PM (#24164583)
Most compression algorithms have a limited data reference window (dictionary size) - tens to hundreds of MB being typical upper limits. If duplicated data is further apart, it gets compressed again.

If the data isn't pre-compressed, or doesn't otherwise significantly vary, then using the right tools should de-duplicate the data. Things like lrzip, rsync batch mode, bdiff should work well. If large blocks are identical, many filesystem archivers/backup solutions should do good deduplication, and squashfs can be kind of nice.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by csharptwdec19 on Friday August 14, 2020 @06:23PM (#24164013)
That MIGHT be happening, honestly not sure.

There are possibly challenges in that however, my understanding of most compression algos (which may be inaccurate or incorrect) is that you'd run into limitations either with size of data overall or the memory requirements.

Of course, I'm sure there's other ways around that (And I have no clue if they are in use). One option would be to send over the assets in a master 'assets' package and then duplicate/assemble the data as intended during installation.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by enkid on Friday August 14, 2020 @06:18PM (#24163971)
That's not how compression would work. Think about if they are adding a new level. The algorithm would have nothing to compare the files against except what is actually being sent. If the texture appears in each level, and each level comes in a separate update, there's no way for the algorithm to reference or incorporate the files that are already in your computer, so it has to compress it like it's a brand new file. That is unless you have a costume installer which duplicates the file once it runs, but that would probably be a ton more work for the developers.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by Dylan16807 on Saturday August 15, 2020 @12:51AM (#24166048)
You have this completely wrong. "there's no way"? It's extremely easy to make a patch file that references existing data. This is a problem that has been solved many times.

And that's not relevant to initial install anyway, which can/should be a single download.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by enkid on Saturday August 15, 2020 @10:47AM (#24169253)
But thats not compression. That's downloading and running an executable that duplicates files.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by Dylan16807 on Saturday August 15, 2020 @02:02PM (#24170854)
Having a reference dictionary is a type of compression.

You need a program that decompresses no matter what, and the ability to reference existing files barely changes it. It's not a post-processing stage where files get copied around. It's the ability to reference arbitrary chunks of data inter-file just like it can reference arbitrary chunks of data intra-file.

At the most basic level it's like taking a compressed file and chopping it in half. The user already has the first half, then they download the second half and "resume" decompressing.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by smilliken on Saturday August 15, 2020 @01:50PM (#24170740)
What's your definition or compression? A .tar.gz will de-duplicate files that will be re-duplicated on decompression.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by foota on Friday August 14, 2020 @07:10PM (#24164345)
I think AAA games do this now anyway to allow this like smaller patches and playing while the game downloads.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by asdfasgasdgasdg on Friday August 14, 2020 @06:35PM (#24164107)
I assume it must be a massive refusal to deduplicate. For example in the Verdansk map, many of the houses and buildings are cut and pasted. In theory, these could be aliases of the same model, but I suspect they are all baked in.

Other than that I just don't know. Maybe they used bad settings for whatever is their compression algo and they don't have any experts who could actually identify the problem? It's a preposterous idea but I can't explain it otherwise.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by wlesieutre on Friday August 14, 2020 @11:08PM (#24165558)
The house models themselves might use the same geometry and textures, but if you pre-bake any lighting then that’s a unique texture across every single surface in the world that can’t be deduplicated.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by NickNameNick on Friday August 14, 2020 @11:44PM (#24165725)
Depending on how the models are expressed in the environment, theres a good chance they end up as triangle meshes with unique coordinates by the time the running game eversees them.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by taneq on Saturday August 15, 2020 @05:02AM (#24167256)
Unless it’s changed a lot since I worked in game dev, models absolutely are instanced but poly counts, texture resolutions and number of textures have gone through the roof. You used to have a texture and maybe a light map, now you have separate diffuse, specular, bump, glow, decals, etc. etc.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by wlesieutre on Saturday August 15, 2020 @03:31PM (#24171606)
Everyone’s doing physically based rendering, so now it’s base color, roughness, metallic, and specular. Plus the glow, decals, etc.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by wlesieutre on Friday August 14, 2020 @11:59PM (#24165804)
Wouldn’t they want to keep reused objects instanced for performance, or is there some other advantage to just meshing everything out into a unique set of level parts?
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by Too on Saturday August 15, 2020 @02:40AM (#24166568)
Games have always had this dilemma. Content creators and level makers will simply try to push in as much as they possibly can until something says stop. Historically this has been the size of one CD but nowadays there are no such clearly defined limits.

If the engine starts compressing better then the map creators will just use that newly gained savings to add even more content.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by taneq on Saturday August 15, 2020 @04:46AM (#24167176)
Exactly. The limiting factor isn’t megabytes, it’s how long the customer will be willing to wait for a download.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by russh on Friday August 14, 2020 @07:09PM (#24164337)
The amount of uncompressed audio in todays games is too damn high.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by jpollock on Friday August 14, 2020 @11:41PM (#24165713)
Here are some reasons I can come up with (3 is weak):

1) Fancy updaters with bindiff and compression take time and money. As a first step, you need repeatable builds.

2) A broken fancy updater results in a reinstall, support calls and refunds.

3) If the updates are pushed by the store, there is no incentive to reduce the cost.

With those three, if you can get away with shipping everything that's changed, you're going to do it.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by taneq on Saturday August 15, 2020 @04:42AM (#24167160)
Probably because bandwidth is cheap and artists are expensive.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by kalium-xyz on Friday August 14, 2020 @09:15PM (#24165106)
I can think of two reasons which are purely non-techincal:

- The bigger the game, the less space for other games.

- Much like adding metal to the inside consumer headphone purely to weight it down and give a premium feeling (they do this with other products as well). A larger program may be perceived as more significant.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by waheoo on Friday August 14, 2020 @10:36PM (#24165410)
That backfired, I chose my last premium headset over the other because it was lighter.

Who wants a rock attached to their ears? In their carry on?

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by Godel_unicode on Saturday August 15, 2020 @03:50AM (#24166887)
People who buy Beats headphones.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by simonebrunozzi on Monday August 17, 2020 @01:47PM (#24189705)
Google Stadia should ship 1TB disks filled with 3-4 games to Starlink customers.

Edit: these customers would be unable to use Stadia properly, because of bad latency; at least you can capture them as customers.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by dangoljames on Friday August 14, 2020 @07:38PM (#24164540)
This right here. In 1997 I resold a 56k connection over dialup and did a bang-up business until the local phone company put me out of business.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by gregmac on Friday August 14, 2020 @03:48PM (#24162423)
If you're already used to scheduling this overnight, having it done in only one night is going to be a significant improvement.
Re:Beta users of Starlink get downloads of 11 to 60 Mbps by ideals on Friday August 14, 2020 @06:59PM (#24164266)
In KC you used to be able to get free Google Fiber at 10mbps. Free as in beer.

I never needed anything better than that to watch Netflix or program or enjoy basic internet browsering. It was awesome!

To get that out in a rural area and have it reliable is a game changer for a lot of people.

Re:Beta users of Starlink get downloads of 11 to 60 Mbps by zimmund on Saturday August 15, 2020 @09:52AM (#24168847)
As someone who lives in a city where ~15 mbps is the max you can get... this is accurate. Streaming in 1080p with high quality may not work. Downloading a game over 80gb requires a couple of days. Oh, and I have just 1mbps upload, so syncing a video from my phone to Google Photos may take a couple of hours as well. ISPs need competition.