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Re:Mozilla and Epic Preview Unreal Engine 4 Running in Firefox by morsch on Wednesday March 12, 2014 @05:02PM (#7388372)
5 GB is about one or two hours at not-unusually-high speeds. You can probably start and run the game with much less assets. Having the assets available at multiple quality levels -- chances are that's the case already -- would shave off more time. And by the sound of it, 60% of your computer is still about as fast as the just-launched console generation.

Not big issues, I think. The big issue is having a robust ecosystem for all the things like networking, input handling, sound and video.

Re:Mozilla and Epic Preview Unreal Engine 4 Running in Firefox by catmanjan on Wednesday March 12, 2014 @07:17PM (#7389077)
Except that was a typo, Titanfall actually has 50 GB of assets.
Re:Mozilla and Epic Preview Unreal Engine 4 Running in Firefox by mschuster91 on Wednesday March 12, 2014 @08:49PM (#7389456)
You can progressively download them while the user is playing. So you start for the menu/1st level content, then the user begins to play.

Meanwhile, all unused IO/network time loads the most likely next to be encountered content (so in most cases the next level). As this happens in the background, the user most likely will never notice the content has to be downloaded first.

Naturally, this leads to another problem: piracy. After all you don't want to create individually encrypted releases per player (doesn't scale for storage), and encryption on-the-fly is also not possible (doesn't scale neither on server nor on client side). So basically you just dump a shitload of data onto a CDN and hope nobody warez's it.