akamai yesterday - what in the world was that
Brandon Martin
lists.nanog at monmotha.net
Thu Jan 23 16:23:24 UTC 2020
On 1/23/20 11:13 AM, Bryan Holloway wrote:
> This echoed events a month or so ago, and I'm curious as to what is
> making these releases more, uh, network-impacting.
My understanding is that, in addition to factors others have mentioned
(games are larger, more network based delivery, etc.), that there's a
move AWAY from differential patching, to the extent it was previously
being used, toward simply delivering an entire new copy of the game,
including assets that completely duplicate those that someone may
already have.
Apparently the rationale is that this is easier on the publisher and
those preparing the release, which allows them to get things out sooner,
since they don't have to come up with a decent differential patcher and
can just make use of the delivery mechanisms already present on the
content platform the user is already using.
When you've got 100GB games with huge market penetration and each
"patch" is an entirely new copy of said 100GB game, that's a lot of traffic.
--
Brandon Martin
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