addressables scaling

I’ve read a bit about the addressable system, but there is one thing that bothers me. maybe you can help me figure it out.

first thing to know is we’d like to minimize the size of the game on people’s devices. we would also like to have incremental asset download every update (not redownload everything).

the way I understand addressables is that every time we do a player content update, the user need to download the diff.
which means after a few of those ‘updates’, the user could end up with multiple copies of the same files on his system.

ex: we do 10 content update, each modifying a single 2 meg texture. I think the user will end up with 11 copies of the texture on his device.

this does not scale well.

am I right?

if the addressables files were loose on the filesystem (not bundled), then content updates could have been in-place, scaling well forever.

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I believe the size of the patch would be the size of whatever bundle has been changed because most services will only download the diff and since bundles are built in a ‘determinant’ way, not everything has to be downloaded. So if you have everything in one bundle, yes, it would be a huge download for the single texture. However, if you have your stuff properly separated into different bundles, the download could be negligible.

Yes, I would like to see some clarification on details like this.

We need a clear overview of how it all works with some diagrams to help visualize what exactly happens when we do things like “build player content” or “build for content update”