I blocked all my IPv6 because android/Google would always force it’s own DNS on me. And I couldn’t find a reliable method without rooting the phone to turn this off.
Well i did find one, to disable IPv6 on the router. Is this a thing anyone else had or did i remember it wrong or not dig deep enough?
Does the argument work both ways? If effort is the same as being paid for. Does that mean pirating a game is the same as buying it? After all it’s basically the same effort these days.
Of course the argument doesn’t fly, as you cant actually buy a game anymore, just a temporary license for an undisclosed amount of time.
Maybe so, but that’s a decision they make. Surely I as customer shouldn’t be taken away what i paid for because of that? And if so they should have mentioned clearly upon sale that they would take away my product after 3-4 years (though maybe that’s the case in those dense ToS?) . Everything else should be considered illegal and fraudulent if they planned/knew it from the start. Which is the case if it’s a licensing issue
Besides, I’m pretty sure after those 4 years the code is outdated and they could renegotiate the license to be more open to release a binary.
This is just pure fabricated bullshit. They themselves started limiting options. Remember the old days where you could host your own server with basically any game? They took that away, not us. So they themselves are 100% responsible for this ‘uprising’. Besides they could just provide/open-source the backend and disable drm. Hardly any work at all.
But of course it’s not about that. They just try to hide behind this ‘limits options’ argument. But they simply don’t want you to be able to play their old games. They want you to buy their latest CoD 42.
Yes and before valve got involved gaming on wine was a hit and miss (mostly a miss). Whereas now basically 100% of the games i play just work with no to minimal tinkering. They put in a lot of effort to get all the kinks out. And steam input is also a huge factor in this. Downplaying their involvement is akin to downplaying wine’s achievements because it’s built on top of linux.
K so why not just include that with the initial installation, if you’re gonna need to store it locally anyways?
Do you want wait hours/days before you can actually play? Or only stream what you actually need when you play while you play?
Or allow users to decide what areas of the map they want to fly in and just download that subset when the user requests it?
Implicitly streaming that much data seems like a good way to piss off your users when they unknowingly saturate their bandwidth or bump up against their data cap.
You do that by, hear me out, playing! And the game figures out where exactly you want to play and what you need. Besides, it probably will be an option to preload anyway but I don’t know enough about MSFS. And in the case of preloading, you would hit the exact same data cap.
No, but Google maps doesn’t potentially use gigabytes of data per hour, and isn’t something I use for hours on end multiple times a week like a video game, except in relatively rare occurrences like road trips/vacations.
Yes and you only don’t fly everywhere in game that you would have to download in these preloaded chunks/regions you’re so happy with. If you just intend to stay in the same location, the streaming will stop! Because, everything will be cached…
You pay for storage once and that’s it. You pay a subscription for bandwidth, plus fees if you go over your data cap. Bandwidth is absolutely more expensive than storage, and should be optimized for.
So you cancel your ISP subscription ever time you finished downloading a game, movie, whatever? No you keep paying so you might as well use it. And if you a data cap, I’m sorry for you. That’s a real bummer. But, I don’t know why i have to keep repeating this point, the amount of data is at worst the same! (if you have enough storage to keep it all in cache) If you don’t want to use more data don’t fly to regions you haven’t downloaded yet… But this is the exact same as with preloading…
Thats why there is a cache, so you don’t re download every time… So only new locations you visit will be streamed, but it will still be way less than having to pre install maps with locations you might never even visit in game… I don’t get why this is so hard to grasp.
Do you manually download all your maps from google maps/earth every time before you use it? No you don’t, you let the program figure out which parts you actually need and stream it to you. Same exact thing, fot the exact same reason.
Storage is cheap
So is bandwidth. 8gb/h is only 2mb/s which was maybe a lot 25 years ago. These days you can’t even get a connection slower than 50/100mb/s
But i was under the impression that games try to be as efficient as possible when it comes to networking.
Games try to be as efficient possible with their network code for real-time updates, so latency is minimalized. This is not at all important if you prefetch stuff minutes before you actually need it.
Yes, just like msfs does. They still use polygons and shaders… Polygons that make up the terrain and more and shaders that sample png tiles as textures… Msfs really does not do anything different than other games, outside of streaming in the assets instead of pre-installing them. Not sure why people think it’s any different.
That’s literally how every 3d game works (barring a few procedural games maybe). Now they just stream those texture and meshes as needed and presumably cache them.
Don’t get distracted by this terrible piece of an article. It never states how long this peak was. It could have been just 100ms. So interpolating this to 81gb/h make no sense at all. It’s just pure click bait.
In the end only the total volume downloaded matters (which the article of course doesn’t mention). Why wouldn’t you want to receive that as fast as possible?
I don’t shed tears for soulless corporations either. But i also don’t shed tears anymore for a populace that systematically votes for self-harm