How often are there big patches, by the way?
SC doesn't have small patches. I can't remember one that has been sub 10GB.
How often are there big patches, by the way?
How often are there big patches, by the way?
SC doesn't have small patches. I can't remember one that has been sub 10GB.
QFT!Every time I'm done downloading the previous one, apparently.
Not sure that's an entirely fair characterisation...I'm really starting to worry about their ability if they aren't able to reduce their patch sizes. There is NO WAY that they've patched 24GB of actual data in this patch, or 10GB in the subsequent one. They are replacing whole data sets instead of just patching them on the fly, which speaks of a lazy and inefficient attitude that does not bode well for the final product.
The problem is the way Cryengine handles files. Right now, assets are stored in blocks (called PAK files) of a couple of GB in size. These PAKs are digitally signed so that if anything inside the file changes (i.e. someone hacking assets to cheat), then the engine will know.
Because of this, CIG cant just tweak one asset file within a PAK or the digital signature check will fail. Because of this the patcher is forced to re-download an entire PAK file when one small part of it changes.
CIG needs to pretty much re-write the Cryengine file handling system from the ground up while still keeping it so the files cant be tampered with without the game noticing the change.
TL;DR: The patcher does what it's supposed to do. You only download the files that have changed. The problem is though that because of the way Cryengine stores/secures/accesses files in PAKs, you actually have that many changed PAK files when you patch. (from reddit)
We are working on an important project with the rest of the Operations teams and key Development team members in our Frankfurt studio to fix these huge patches once and for all. This project could take some time to roll out due to the depth of work involved but the project is too exciting not to mention.
Patch sizes have to do with the way the data is prepared for each version we publish. We know that patch differential between builds includes between 5-10% change for most builds. However, because the changed files are mixed with the unchanged files then compressed to larger pak files for delivery, even one small change in data can cause an entire pak file look different to the patcher due to the output of the compression scheme, which the patcher sees as an entirely new large file.
In order to correct this, we need to change a number of things including how the game engine reads data. We also need to change the build system and the entire delivery pipeline in order to do this right. Once done, we’re expecting to see major improvement in the size of patches between versions but we’re hoping for even more. Changes to the build system supporting this new approach should also allow us to do more incremental data builds rather than the much longer full builds. This would greatly reduce the time between developer fixes and testing, particularly for a game the size of Star Citizen.
June brought us some exciting new developments in our patch reduction size project. When we started this massive overhaul we knew the project was going to be big incorporating several teams working together. We also knew that we’d uncover numerous hidden land mines along with hopefully a few little gems. This month we continued work on some of our internal delivery tools. As planned we will be rolling out the new patching mechanisms to QA and the developers to work out the kinks prior to working the new system in to our new public launcher.
Mine was just over 11GB to go from 2.4.0 to 2.4.1 - some minor improvements in performance, but nothing brilliant. Still getting stuck on the Launcher and need to run from the StarCitizen.exe directly.
Definitely not your card or drivers. It's directly related to ongoing netcode issues they're having. It's alright if you're alone in the PTU or if you play anything solo (wander around your hangar, play solo free flight or solo vanduul swarm to test this.) But, in the PTU or multiplayer Arena Commander, as more players and NPCs join your instance frame rates drop to 20fps or even worse.
From the SC reddit:
Does pirate NPCs spawn according to your ship? I watching videos of Aurora LNs destroying pirates like nothing but my Freelancer takes a beating. Is it that my skills suck?![]()
Pirates do not spawn based on ship types, as far as I can tell. And yes, the Aurora LN is more than capable of mowing down those lawless scum. Keep practising, you'll get the hang of it.
2.5 on First wave of PTU. Here's hoping for a month end live release.
I got my invite in the mail this morning.
Anyone willing to sponsor me some gigs to download it?