• Fallout 76 will require 54.64GB update for day one, totalling 96.6GB
    62 replies, posted
That's a shitty file packing system at work. Star Citizen used to have this problem, since CryEngine's default behaviour is to pack data files into giant binary blobs about a gig in size. If one single byte changes, redownload the whole gigabyte of shit. As a result, incremental patches in release candidates for live would be like 16GB of downloading every day from minor tweaks. The solution was to completely rewrite the file packer so it puts everything in one giant blob (45GB .p4k file) but only load what you need, and when files are changed they just delta the big blob, so patches are now like 750MB to download instead of 21GB. It really doesn't surprise me that Gamebryo doesn't have an intelligent file packing solution; in an SP game you shouldn't be expecting to receive frequent tiny updates (causing large downloads) the way you will in an online game-as-a-service. Just more evidence that FO76 was slapped together hastily instead of being done properly.
I can't imagine playing a TES/Fallout game that has this kind of online integration, sounds like a disaster.
If you already have Fallout4 Installed they should make it about a third of that size
Fuck it. Why bother selling physical copies anymore. All that does is make it so you have to put the disk in before you can play the game. This shit's outrageous and everyone fucking does it for ps4xb1. And now that hard drives are ass fuckingly huge they don't bother with trying to compress anything. Just because we have bigass hard drives doesn't mean I want to spend four days downloading a day one patch before I can actually play my game! But add that drop to the massive ocean that is fallout 76s problems.
The good thing about Fallout 76 is that perhaps now the average consumer will wake up to Betheshda's incompetence.
I'm not even confident that will happen. My friend has the shit pre-ordered and was playing the beta and he's coming at me with "holy shit it's amazing you should get it" and I'm just like "no." The problem with the average consumer is that they don't notice small shit like the engine being a decade old and 90% of the assets being carried over and the fact that the game visually looks like someone shat on a TV screen compared to AAA games that are releasing alongside it. The average consumer at most will see the bugs and glitches that these games have and Bethesda doesn't have modders to fall back upon. Oh and plus hackers because Beth pulled a nintendo and made everything clientside :|
Hopefully the ensuing rampant cheating will be the final straw.
Steam should be moving files after the download is complete. Not copying them then deleting
People realize that, no matter how much they fuck up the userbase, they still get a whole lot of profits, especially if they reuse the same engine and assets like in F76 case. If not, blame it on everyone except the people who had the evil idiotic ideas, and lay off a handful of people.
Steam only needs double the space If it needs to decrypt something, like a preloaded game.
Unreleated question, but with Bethesda be using a new engine with Starfield and ES VI or will they still be using Gamebryo?
makes sense, I've never had to deal with it
That reminds me. Arkane studios or whoever did Dishonored and Prey, which IIRC were Bethesda published, all have a better engine, and yet we still have gamebryo lol
DH2 used an older idTech, and Prey used a modified Cryengine, the latter ran muh better. Bethsoft under the Zenimax banner has access to bleeding-edge engine technology, and they're using this old ass licenced ducttaped engine. For shame.
So not only are you playing a game with extremely shit latency, but you're doing it over a service that has shit latency nice, you're only making it worse
There's going to have to be another 50GB update because Bethesda was extraordinarily sloppy and used the real American flag for some things and not the Fallout version.
I suppose the guys working on the games can justify it to themselves as "this is our workflow we know how to make it do things we want". Which, thankfully, for them, are not complex things. It'd require re-learning everything to move away from Gamebryo and it's janky scripts system. It'd require a lot of reimplementing of things they've used for years. It's a shitty catch-22 that a lot of developers, game or otherwise, find themselves in. Take the time to re-tool an entirely new engine and workflow, or just tack on to what you know and hope it works for the current market. Arkane don't make tons of games, but there's not a lot of re-use between their titles and the worlds are so much more self-contained. Switching engines isn't the end of the world as they've used a new engine for basically every game they make. Dishonoured was on Unreal, D2 was on Void (iDTech 5 but somehow worse performing) and Prey was CE4. Their workflow constantly changes and they have time between releases to actually transition. Gamebryo/ Creation is a fucking mess, but I can't see them moving off it until the engine packs up entirely.
The creation engine is legit trash to develop for, and this is coming from someone who still does stuff for Source. Most modern engines accept pretty standard model sources, and you can just plug those in, given they're set up correctly, will just work. So moving assets from engine to engine isn't that impossible. And most modern workflows tend to be pretty similar for that. Main takeaway is that shifting from one modern engine to another for asset-related roles isn't really that hard. Anyway, I wager that if BGS moved to an engine that didn't have a helacious workflow, their games would be better in almost every conceivable way.
idk, it runs fine for me pretty much most of the time. I've got a good internet connection.
Micro-update: Spelling error in pipboy 80gb
If you're stuck in a shitty workflow like Gamebryo I guess the concept of moving is fucking terrifying. Imagine a Elder Scrolls or Fallout game that doesn't hitch constantly, that doesn't have an arcane packaging system and that supports entities more complex than "train car as a hat because cars are hard". It'd be painful, but definitely worth it to future proof their pipelines.
Prey ran really well for a game with cryengine. I should finally get to DH2
Yeah, Prey ran very well, it also didn't feel or look like a "Typical" CE game. DH2 has weird performance problems, feels a little stiff, but otherwise is a good game.
The whole "download the update size then game goes back to being small" isn't that uncommon for whatever reason as of late. At least its no 40gb of voice files ala titanfall
sad, both are really good games, but one is slightly overhyped in a sense of "big expectations" with the whole performance problems, and Prey was a stealth hit. A really good one.
Anyone under the Bethesda banner could make a better Fallout game than BGS
I feel so sorry for anyone who paid for this game
Imagine, this could have been Fallout 4’s New Vegas.
I will never forgive the missed opportunities this game could've realized.. A great chance to tell this Red Dawn-esque story, all now in service to a haphazard online game.
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