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Joined 1 year ago
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Cake day: July 26th, 2023

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  • I think the size may have more to do with the team not splitting up the Unreal build paks. Haven’t checked how well it’s actually split up, but I can say that changing even one small thing could result in a giant update if that build has like one pak file with all the things in it. There are ways to configure it in the build but it’s not a magic toggle either. Worked with a studio handing off UE builds before that didn’t build the game in a split friendly way and it made every upload to S3 take forever cause there were only like two really giant paks.

    Also makes me wonder, does Steam not do diff patch style updates for changes within individual files? If not, that could save a ton of bandwidth.













  • I don’t think the new strategy of injecting ads directly into the video stream can be defeated in realtime though. It’s like how you cannot defeat tv ads…you can blank the screen, or record and restitch without the ads, but the content itself has the ad. YouTube is a bit different where you can theoretically skip ahead, but your device has to tell Youtube that it wants to skip ahead in order to actually even get the video content, and youtube can look at request timestamps to know you didn’t see the whole injected ad and just re-inject it in the video stream.