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Game Download Sizes Thoughts
2 points by BatteryMountain 3 days ago | hide | past | favorite | 2 comments
With the large game download sizes these days, why don't developers exploit existing DLC/Add-On systems to deliver game assets?

Lets say on Steam, a game currently exists of 150GB. Lets say my PC can only render Medium settings at min 60FPS and I only want Single Player mode.

Then the game should be deliver as:

0) Core Game (runtimes, executables, core logic)

1) Single-player Mode (campaign/story mode, cinematics)

2) Multi-player Mode (Net code, anti cheat)

3) Low Assets Pack (optimized for 1080p, 8GB RAM, 8GB VRAM, Max 15GB Textures/Audio)

4) Medium Assets Pack (Optimized for 1440p, 16GB RAM, 16GB VRAM, Max 30GB Textures/Audio)

5) High Assets Pack (Optimized for 2160p, 32GB RAM, 24GB VRAM, Max 50GB Textures/Audio)

6) Other incremental deliverables or third party packages.

Or a combination of the above. Delivered via Steam DLC system as an example. The developer can choose a basic set or the user selects which packs to install at Install dialog. Then the user don't install 150GB+ worth of assets if the user only needs 15GB.

Any thoughts on this? Why isn't games deployed like this? If not via the DLC system, why not have a similar system right next to it to have it separate?





I'd say because the gaming business is entertainment; cyclical, discretionary and mostly dispensable. So, the makers don't really care to invest in optimizations like this. They spend a lot of money on marketing and artwork instead.

I seem to recall some titles on 7th and 8th gen consoles supporting something similar to this for downloading/installing different game modes. No idea if it exists anymore, gigabit fibre is really popular now.



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