over 1 year
ago -
Rocket
-
Direct link
It is a very frustrating issue for us. Note that we have zero control over how patches are applied on steam. The way delta patching occurs on steam causes this issue, especially on highly optimized binarized data. This means steam reserves a whole bunch of new sectors, copies the data across, and cross references.
We get many complaints about this, but the only thing we could realistically do would be uncompress the data completely, which is what games like Ark do. They don't pack the data and leave it all unpacked, and uncompressed.
If we tried to do this with Icarus, it would very dramatically increase both the load times and RAM used by assets during loading, as well as filesize very dramatically.
Unfortunately it seems following the best practice guidelines for packing data for Unreal, which we did, triggers big problems for steam downloads. I raised the issue with valve who told me to get customers to raise tickets, which I passed on. However, valve then just closed the tickets. So sadly, I think we all just have sit with how it is until Valve decide to change that.
This is a reason why we limit the project to only one update a week.
We get many complaints about this, but the only thing we could realistically do would be uncompress the data completely, which is what games like Ark do. They don't pack the data and leave it all unpacked, and uncompressed.
If we tried to do this with Icarus, it would very dramatically increase both the load times and RAM used by assets during loading, as well as filesize very dramatically.
Unfortunately it seems following the best practice guidelines for packing data for Unreal, which we did, triggers big problems for steam downloads. I raised the issue with valve who told me to get customers to raise tickets, which I passed on. However, valve then just closed the tickets. So sadly, I think we all just have sit with how it is until Valve decide to change that.
This is a reason why we limit the project to only one update a week.