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Ubisoft's Day-One Patch For 'The Division 2' on PS4 is 90 Gigabytes (eurogamer.net)

When The Division 2 launches on March 15th, PlayStation 4 owners will also need to download a day one update -- that's 90 gigabytes. Eurogamer reports: That's according to a new official support page (as spotted by Game Informer) in which Ubisoft warns PS4 players who've opted to purchase The Division 2's physical edition that they should expect an 88-92 gigabyte download on launch day.... Ubisoft also notes that the the final HDD install size on PS4 will be between 88-92GB, for both the digital and disc versions. In other words, it sounds like physical owners are essentially being asked to download the entire game from scratch when release day comes.
The site jokes that when the game launches, PlayStation 4 owners "will have plenty of time to, say, read a book or learn a language or transcend entirely to another plane, while you wait for your download to complete."

53 of 124 comments (clear)

  1. Patches by Impy+the+Impiuos+Imp · · Score: 1

    Ideal patch: Just a handfull of file diffs and new files.

    As implemented: Giant compressed .zip files to "save on data transmission" that requires the entire .zip to be downloaded.

    --
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    1. Re:Patches by mentil · · Score: 1

      What's really sad is that the PS4 already supports delta patches.

      --
      Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    2. Re:Patches by AHuxley · · Score: 1

      The type of computer code used and huge data sets can't be updated?
      It all has to be swapped out with an update?
      Whats more expensive?
      1. Making users download 10s of gigs on their own networks?
      2. Learning to code and getting better upgrade support into the code?

      --
      Domestic spying is now "Benign Information Gathering"
    3. Re:Patches by skegg · · Score: 1

      Up to 92 GB, they say? Are they sure they don't mean 92 GiB?

      Otherwise they should be saying 99 GB ... which looks worse.

    4. Re:Patches by Khyber · · Score: 1

      You can still diff encrypted files as long as you have the keys. Holy shit this is basic data handling 101.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    5. Re:Patches by Khyber · · Score: 1

      The PS4 itself does not support delta/diff patches. This is purely the game software/engine, and has nothing to do with the console hardware or its operative software.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    6. Re:Patches by radarskiy · · Score: 2

      It's a day one patch. There are no prior incremental patches, so this is just the diffs from the previous version.

    7. Re: Patches by bluefoxlucid · · Score: 1

      If it's encrypted and the user at the end can't decrypt it, it can't be used, and the user at the end doesn't have to have it.

      For example: every DVD player has the capacity to decrypt a DVD. If you decap the chips or otherwise get into the player, you can retrieve the key. The software decrypts the video as it plays.

      So you can sign all the data (encrypted or decrypted) with your private key, then use the session key to decrypt, patch, re-encrypt, and verify that the result is the same as the signature presented.

    8. Re:Patches by drinkypoo · · Score: 1

      The PS4 itself does not support delta/diff patches.

      [citation needed]

      Even if you were right, and I don't believe that you are, you could work around the problem through an intelligent loader which could handle looking in multiple files for a resource — it would look in the newest file first, then the older one, etc etc.

      --
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  2. Maybe game was not ready by Anonymous Coward · · Score: 3, Funny

    And they just made the DVD with a download prompt so they could ship in time.

    1. Re:Maybe game was not ready by sanf780 · · Score: 1

      I read a comment how BluRays disks can only carry 50GBs. Instead of pressing two disks (BluRays are expensive), you have to download the second disk.

    2. Re:Maybe game was not ready by sanf780 · · Score: 1

      Even 1ct is expensive to the big fish. Manuals are not included in the box these days. Heck, even Destiny for PC did not include any disk, just a download code.

    3. Re:Maybe game was not ready by ffkom · · Score: 1

      BluRays are not quite expensive to manufacture. And games like RDR2 are distributed on 2 BluRays.

    4. Re: Maybe game was not ready by Anonymous Coward · · Score: 1

      Bro, when I played Doom it was on three floppy diskettes.

    5. Re:Maybe game was not ready by Hodr · · Score: 1

      Old spec sheets for the PS4 say they are compatible with 4-layer disks, so either 100GB if original Blu Ray format, or 133GB if BDXL.

  3. Maybe not accurate by sanf780 · · Score: 1
    When I read the article in question, I saw an update that it was not clear whether this was the final game size (90GB) or the patch download size (50GB).

    In any case, large patches on first day have been a norm for a while. 50 GBs is a lot for just a code patch. Game assets need to be downloaded. I cannot tell whether the game on the disk is complete as this is an online only game. The reason I tell you about this is because of the Tony Hawks game disaster. You had to download a large game patch even when playing solo as the disk only had a tutorial and maybe a little bit of the rest of the game. The disk was just like a demo.

    1. Re:Maybe not accurate by thegarbz · · Score: 1

      Agree and they would get the benefit of doubt if this was the first time a patch was this size. Unfortunately it's actually a very real trend, not just a once off with Tony Hawk. Fallout 76 also had a day-one patch that was actually larger than the total install size of the pre-patch game.

      Game assets need to be downloaded.

      When most assets need to be redownloaded it's no longer a patch, it's a complete re-issue.

    2. Re:Maybe not accurate by mentil · · Score: 2

      It might be an update to optimize all of the textures in order to improve performance. Turns out Skyrim modders figured out that the textures were in an unoptimized format, and were able to make a mod that optimized them, improving performance and reducing file size, while keeping the quality identical. Optimization tends to come at the very end of development, so it's plausible they needed to replace every texture file in the game.

      --
      Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    3. Re:Maybe not accurate by lactose99 · · Score: 1

      Fallout 76 also had a day-one patch that was actually larger than the total install size of the pre-patch game.

      That was just for the Playstation version, the PC patch was a few gigs.

      This seems to be specific to the PS4 or at least its dev tools.

      --
      Fully licensed blockchain psychiatrist
    4. Re:Maybe not accurate by drinkypoo · · Score: 1

      Turns out Skyrim modders figured out that the textures were in an unoptimized format, and were able to make a mod that optimized them,

      AFAICT this is true of every Bethesda game. It's been the case for every fallout FPS, for example. Anyone who pays full price for any of those turds is part of the problem. I waited until it was ripe and got FO4 plus season pass for twenty bucks from cdkeys. And guess what? I still had to go to the console over and over again because of quest-breaking bugs. God help the dedicated system gamers, they're just fucked since they don't get a console.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Maybe not accurate by drinkypoo · · Score: 1

      One more reason my last Bethesda game was FO3.

      Problem is, what game isn't totally half-assed? It's a great reason not to pay full price, but where do I spend my gaming dollar and not have do deal with incompetence? I'd go for a walk, but it still hurts the toe I crushed, and the ground's too soggy right now to go for a bike ride.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  4. Obligatory Penny Arcade by devnullkac · · Score: 1

    Also, the first Penny Arcade: https://www.penny-arcade.com/comic/1998/11/18

    --
    What do you mean they cut the power? How can they cut the power, man? They're animals!
    1. Re:Obligatory Penny Arcade by Darinbob · · Score: 1
  5. There was one minor bug by viperidaenz · · Score: 1

    They couldn't fit the 90GB game on a 50GB disc, so you have to download the whole thing.

  6. Pardon my French by quonset · · Score: 5, Interesting

    Fuck that shit. If I were a gamer (I'm not) and I was told that after spending money on the game to have a physical copy, that before I could play the game I'd have to download the entire game because of a "patch", I'd be demanding my money back.

    I've read comments on here, both in this story and others, that large "patches" have become the norm, but again, fuck that shit. A patch is a fraction of the size of the program.

    If your "patch" is the same size, or larger, of the game, it's not a patch. It's a complete and total fuck up.

    1. Re:Pardon my French by thegarbz · · Score: 2

      No you won't. You'd complain, you'd be ignored, and then you'd capitulate and download the pat... errr... game because ultimately you've parted with money as a signal that you actually want to play it. And the reality is a download is a minor annoyance.

      People are very tough online when they don't have any skin in the game.

    2. Re:Pardon my French by Anonymous Coward · · Score: 1

      Or maybe he just wouldn't buy it. Maybe he really is tough, just not like he thinks. Maybe that's why the whole AAA industry is moaning about profits dropping. Who would have thunk that treating your customers like shit through microtransactions and insane DRM requirements would lead to a drop in "legacy" revenues (people buying fucking games). Spend less money on game mechanics and more time on microtransactions leads to a worse product. And it's leading to a loss in existing revenue. I dream of a world where everyone would boycott microtransactions. But, watching the industry scramble over falling expectations is a nice alternative.

    3. Re:Pardon my French by Espectr0 · · Score: 1

      well, it's the same price, and you get to have a physical backup. you get to download the same game someone with a digital copy has, so in the end you are not really getting screwed.

      i would still like to know what happened to delta patches.

    4. Re:Pardon my French by thegarbz · · Score: 1

      Or maybe he just wouldn't buy it.

      Which implies he wasn't very interested in the game to begin with and likely to just pirate it anyway. Seriously if downloading the game is what turns you off buying it they are probably lucky not to have you as a customer, because you're just going to be full of complaints.

      Or you legitimate live in the bush without internet.

      Maybe that's why the whole AAA industry is moaning about profits dropping.

      If you think that's the reason then you're not a gamer. Have you had a look at AAA titles in the past year? Gamers have happily put up with DRM, microtransactions, large downloads, and stupid workarounds for years. AAA industry profits are in the shitter because for the past 2 years they've produced one horrible turd of an buggy escaped from lab beta masquerading as game after another.

    5. Re:Pardon my French by Calydor · · Score: 1

      Content patch a few months down the line? Full expansion like in MMOs? Of course those are big.

      A NINETY GIGABYTE PATCH BEFORE RELEASE is not a patch, that's a complete do-over of every last file that makes up the game.

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  7. Reminds me of Tony Hawk Pro Skater 5 by DeAxes · · Score: 1

    This reminds me of Tony Hawk Pro Skater 5, where they rushed out the game because the license was about to end, and only finished the tutorial and park editor on the disc, with the entirety of the game finished by patch.

  8. That's no patch by rsilvergun · · Score: 2

    it's a space station.

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  9. Re:Why would you buy Ubisoft anyway? by Darinbob · · Score: 1

    And why buy their games? I see "ubisoft" anywhere and I avoid it like the plague.

  10. Re:But 5G means data dosen't matter by Darinbob · · Score: 1

    I heard they were going to be delivering the internets right to our door with a drone!

  11. Fwiw by xlsior · · Score: 1

    90 gb is 10 double-layer DVD's, or 2 blu-ray discs. There is No flipping way that that is all new content - someone didn't do a proper 'difference' patch.

  12. Is that even unusual? by SuperKendall · · Score: 1

    Can't remember what the day one patch for Spider Man on the PS4 was, but I think it may have been nearly that large... it kind of makes you wonder if it's meant to help push you into buying games online since you are essentially downloading most of it anyway...

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  13. Re:That's ok - they can pay for all the transit th by Khyber · · Score: 2

    What's funny is that the Unreal Engine, along with many other engines, have supported diff updates for a long time yet nobody utilizes them.

    It's almost as if they were in bed with the telecom companies to make updates take so much fucking data so that they can effectively charge for that data once they go over-cap. Your steam library needs updating? My last update took 700GB, over fifteen games. Guess what most of those updates actually were? EULA updates. They literally made me redownload the entire goddamned game just for an EULA update. That makes ZERO sense unless they're getting paid to force ISP customers over their data caps or their programmers are just that fucking utterly incompetent. Either way, these companies should be sued for incurring us these charges.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  14. lazyness or console weakness by aepervius · · Score: 1

    They are not really "patch" they are complete re-download of the files, because apparently either out of lazyness or out of problem with console, they can't simply change a small part of the file with a diff path.

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  15. Re:They borrowed a leaf from Microsoft by Skuld-Chan · · Score: 2

    Name one patch that MS has ever released that was bigger than the whole OS? Not even the Windows 10 service releases are as big as the OS is - and they are the biggest patches I've ever seen from them.

    Before fat pipes I remember getting service packs for Windows NT on CD in the mail - those weren't as big as the OS either.

  16. Re:Plenty of idiots who don't get diff patches by ledow · · Score: 2

    If they've had to change a lot of the content then a diff patch is going to be larger than the content you want to diff (diff patches generally have to contain some element of the original file for matching, plus what you want to change that to... sure, you can do it with indexes and offsets but that assumes that the entire world has one base version that you can refer to, and if you get it wrong you corrupt *everyone's* game).

    How do you diff, say, a megatexture atlas which you've tweaked some of the dimensions to remove an unused image and repack the rest? Basically the diff for that is going to be as big, if not larger than, the file.

    The executable is barely part of the size - likely it doesn't even make up a percentage of the game. But media, resources, models, textures do and they don't diff well at all (executables don't really, either, but at least they tend to be small enough to be practical).

    Steam does have differential updating. But I still see gigabyte+ updates on a regular basis. Sometimes the impact of changing even a small thing (i.e. changing the compression on the textures to improve performance or avoid a licensing cost, which means changing the code, plus all of the texture atlases, plus re-optimising/recompressing everything) means it's easier to just put out the whole thing again.

    We're not in Windows Update territory here, where someone issues a 500Mb update that includes a setup routine that installs an MSI then runs a .NET Framework update of every file, etc. etc. when they could just patch a single condition in a DLL... games are huge... 90Gb of which 89Gb is going to be content, media, video, models, textures, etc. etc. etc.

  17. Re: They borrowed a leaf from Microsoft by juanoviedo · · Score: 1

    I've never installed Windows 7 with a CD, and I think normal versions take up more than 1.5GB in a DVD. It's like saying a 200MB patch for Ubuntu is enormous because you installed the system with a network installer that was 40MB only. Please, since Vista came out most of us installed Windows from DVDs. What you're talking about is not the usual upgrade nor something that happens often in SOs - and I use Ubuntu and Windows at home, Mac at work.

  18. Re: They borrowed a leaf from Microsoft by AmiMoJo · · Score: 2

    Yep, the absolute smallest Windows 7 install image is 1.5GB for the 32 bit version, more for the 64 bit version. Installation from multiple CDs is not supported. That's also a single language minimal version too.

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  19. Re:That's ok - they can pay for all the transit th by AmiMoJo · · Score: 1

    Incompetence is more likely. Once the game is released to manufacturing all the senior devs are moved on to the next one, with the more junior ones left to handle post-release patches and DLC.

    --
    const int one = 65536; (Silvermoon, Texture.cs)
    SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
  20. There are only 2 ways the patch can be this big by DrXym · · Score: 1
    a) Ubisoft are so lazy they can't be bothered to produce a delta of their game regardless of the pain it causes people who just bought their game.

    b) They've repacked all their data files rendering everything that went before as obsolete.

    Either way it stinks.

  21. Re:They borrowed a leaf from Microsoft by hackertourist · · Score: 1

    idk about 'bigger than the entire OS', but MS Office 365 'patches' now redownload the entire Office suite. I recently found that out when I tried to install a language pack (you know, hyphenation and dictionary for Word, maybe 10 Mb in data). The damn installer removed my entire Office installation and reinstalled it.

  22. Re:Plenty of idiots who don't get diff patches by DrXym · · Score: 1

    Steam does have differential updating. But I still see gigabyte+ updates on a regular basis.

    The main time I see this happening is when some game releases DLC. Rather than selectively install the DLC they pack it into their data files and inflict the download and footprint cost on everyone whether they want it or not.

    For example Planet Coaster does this so the game is 2-3x the size on disk that it needs to be for most people with massive updates from time to time to compound the issue.

  23. Re:Ouch by Calydor · · Score: 1

    My monthly possible download is around 100 GB, and that's maxing out the connection so I can do nothing else in the meantime.

    This is absolute bullshit and a clear assumption that everyone is sitting on uncapped fiber connections today. If you don't then your money clearly isn't good enough for this company.

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  24. Re:Plenty of idiots who don't get diff patches by bluefoxlucid · · Score: 1

    How do you diff, say, a megatexture atlas which you've tweaked some of the dimensions to remove an unused image and repack the rest?

    You use the original file as a dictionary and designate the locations of each texture, with procedural instructions to reconstruct the output.

    (i.e. changing the compression on the textures to improve performance or avoid a licensing cost, which means changing the code, plus all of the texture atlases, plus re-optimising/recompressing everything)

    Now that one you need to reissue the files. You could theoretically write a deterministic decompress-compress procedure, though.

  25. Re:Plenty of idiots who don't get diff patches by bluefoxlucid · · Score: 2

    The main time I see this happening is when some game releases DLC. Rather than selectively install the DLC they pack it into their data files and inflict the download and footprint cost on everyone whether they want it or not.

    In a similar sense, I've frequently suggested they should profile or self-profile games and stream content.

    Think about something like Breath of the Wild, 13 gigabytes. Do you need 13 gigabytes to play the opening scene?

    When you start the game, the very first assets you need are identifiable. You can profile the loading screens and such, or you can speculatively identify assets by predicting what the next screen will load based on where menu entries go etc. and what assets (and code!) they call up.

    So as soon as you turn it on, you have a list of things you need to get to a new game.

    The same is true of starting a new game: you know what scene it calls into, and can download that. You can inspect the scene and see what assets it calls, and download those. You can speculatively-render: don't rasterize, but call out what assets would be used in the render, and identify what is visible and what is in the local scene but not visible. You can look for sector changes (doors) and scene changes (transitioning doors). You can look for events and movies.

    You can project ahead and identify what you're going to need. Then, if you encounter something not loaded, you can pause and download it.

    In development, you can profile this: you can speculatively load (with all assets available) and then have the profiler catch anything that was loaded but not used (load last) or used but not loaded (add to the forced speculation at this point). Developers can tweak the speculation to improve its base functionality.

    Much of this already exists: the game loads up everything it needs into memory as you enter a scene (preloading), rather than streaming it off disk as it comes into the render view. We're mainly talking about leveraging that, but with a little look-ahead as to where you could end up immediately (what's the next room?).

    You're coming within range of several shrines and dungeons. Grab their base assets.

    You're getting closer to a particular shrine entrance. Prioritize its assets. Move those to the front of the queue.

    You passed it and are now closer to some other entrance. Change the queue, download those assets instead.

    Imagine: you buy the game and you're playing it 12 seconds later. It's going to take 18 hours to download, but you're getting 21% through it in the next 10 hours.

  26. What the hecking heck?!! by TJHook3r · · Score: 1

    Nearly every word in that article pissed me off, and I'm not even a console owner! Seriously, who are they making games for that can download a 'patch' that size? Is anything worth that hassle? Have they even heard of QA?

  27. COMCAST CAPS by supercell · · Score: 1

    10 of these patches alone and you reach your monthly CAP on a COMCAST Cable model plan. 1,000 GB a Month doesn't cut it anymore with 90GB game and patches and 4K streams. But Comscam knows this.

  28. Re:That's ok - they can pay for all the transit th by Wootery · · Score: 1

    It's possible for a game to stream data from both the optical drive and the hard-drive in parallel, improving reading throughput. GTA V did this. But most games do indeed seem to treat the disc as essentially a hard-to-copy auth token.

    I wonder why they don't just press CDs. Much cheaper than shipping Blu-Rays, no?

  29. Re:Plenty of idiots who don't get diff patches by GonzoPhysicist · · Score: 1

    I think WoW does this, it lets you play with just assets for the starting areas, then downloads the rest while you're grinding away

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