Upcoming Patch - Data Restructuring
#121
Posted 18 November 2013 - 05:02 AM
#122
Posted 18 November 2013 - 05:13 AM
#123
Posted 18 November 2013 - 05:14 AM
#124
Posted 18 November 2013 - 05:19 AM
#125
Posted 18 November 2013 - 06:35 AM
#126
Posted 18 November 2013 - 07:02 AM
#127
Posted 18 November 2013 - 07:36 AM
#128
Posted 18 November 2013 - 08:40 AM
Who knows, maybe this patch will have more than just a large file being split. 2.0, lobbies, a great mech resizing, unicorns, clans
“We are the music makers, and we are the dreamers of dreams”.
#129
Posted 18 November 2013 - 09:03 AM
Tom Sawyer, on 18 November 2013 - 08:40 AM, said:
Who knows, maybe this patch will have more than just a large file being split. 2.0, lobbies, a great mech resizing, unicorns, clans
Not even close. The optimisim is nice to have, but higher expectations of PGI is what got them into bad press in the first place.
#130
Posted 18 November 2013 - 10:05 AM
King Arthur IV, on 17 November 2013 - 10:19 PM, said:
Ok, I will give you a good analogy of how this is currently working.
Object.pak file is a filing cabinet that holds alot of smaller files within it. It currently weighs 1600 lbs. Each time you want to check it out you need to pick up the entire filing cabinet and take it out to the reading area. You will notice this is very inconvenient and occasionally you are prone to drop it. They are now going to make it slightly simpler and reduce the Pak files into smaller more manageable sizes. Let's break them down into individual Drawers. Each drawer now will weigh say 100lbs.
This will mean that you still are checking out a full drawer that weighs 100 lbs each time but you can at least carry it downstairs to the reading area in a reasonable amount of time. Also, if you accidentally drop (corrupt) the drawer it can be re-installed in a much faster speed. You only need that drawers worth of information.
Now, you probably wondering why they don't break each of those files down even further. Well, this produces another issue. We will say the librarian (file system) is very slow old guy. At the moment we ask him for a file and he hands us the entire Object.pak cabinet. That is pretty quick for him as he just points at it. Breaking it down into smaller chucks he now needs to point at the drawer that says Mechs. If we broke it down to the individual file level he would have to index the entire thing to quickly be able to point at the file that says Centurian Left Arm. This may take far too long.
#131
Posted 18 November 2013 - 11:16 AM
Tom Sawyer, on 18 November 2013 - 08:40 AM, said:
Who knows, maybe this patch will have more than just a large file being split. 2.0, lobbies, a great mech resizing, unicorns, clans
“We are the music makers, and we are the dreamers of dreams”.
It will have mech thongs! You know you want a mech with a thong. http://mwomercs.com/...ost__p__2881896
#132
Posted 18 November 2013 - 11:23 AM
Daekar, on 17 November 2013 - 11:15 AM, said:
For those who are curious, my ping is usually 70-80, and never higher than 85.
I'm on AT&T with a 20GB limit, but I work from home too. My ping is consistently in the same range as yours. Pretty amazing speed for what it is.
#134
Posted 18 November 2013 - 11:44 AM
#135
Posted 18 November 2013 - 11:45 AM
Sir Roland MXIII, on 17 November 2013 - 01:16 AM, said:
Make the game unplayable for some people for multiple weeks and do nothing.
Make the game unplayable for everyone only somewhat longer than usual on a patch day and do something that's a token gesture at best.
Just another massive PGI logic failure.
Fail.
#137
Posted 18 November 2013 - 12:16 PM
#138
Posted 18 November 2013 - 12:21 PM
King Arthur IV, on 17 November 2013 - 10:19 PM, said:
jokes aside. im am truly curious what 2gb blah blah blah means because im not a tech head.
I know it is already mentioned in some posts before mine (with a good related explaination), but there's something more technically related.
If you do a lot of content creation (manipulating movies for instance), those files are HUGE.. and 2 or 4GB are instituted limited if you're using a 32-bit OS like XP (I suspect PGI is running WIn7, but this game is marketed towards those still using XP) you are going to have trouble continue to stuff more files together in Objects.pak (whatever tool they are using to add/remove files for simplicity is suffering from it). It usually makes more sense to break the files down, for future maintenance and patching. You can't actually tell the playerbase to just move to 64-bit OSes and kill off more of them... you have to properly adapt with the situation.
IOW, it's good for everyone that PGI is doing this.
#139
Posted 18 November 2013 - 12:32 PM
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