I should have some numbers up later today. I queued up Valhalla, Immortals, Avengers, Borderlands 3, and Yakuza 7 – as those games I could download on both consoles.
That is part of it, and I know the speed is capped when you are playing games (on both consoles). But even rest mode shows differences – and I download the same game faster on PS5. I could do a comparison of that too if you'd like, once I get back home.
I tend to average around 200 Mbps with my internet on the series x.
It must be a binary based update system versus delta based updates as already mentioned earlier. Funny thing is that Microsoft uses this for the Office apps on macOS. They switched from delta-based updates to binary-based updates (don't replace the entire file, only the bytes that have changed in said files) and it reduced the monthly patch sizes significantly.
It's easy to tell at which release they switched to the binary patch system:
Sounds like PS5 is using the same mechanism and hence still does the copying thing in case a patch failed to apply successfully. If the patch would contain a lot of new assets (like DLC) file sizes would not be so small as they are in this specific Watch Dogs update because it would contain a lot of new files not yet existing in the base game.
PS5 still take forever to "copy" their updates, so anyone with high-speed internet might actually install this faster on Xbox than PS5.
I remember Xbox One having some crazy upgrades where you had to download the entire game again
no, but sony has built in decompression hardware for Kraken.Does RAD Tools have some sort of exclusivity with Sony preventing MS from licensing Oodle? Or is it just a design choice on MS's part to go a different route?
I very much doubt that this has anything to do with Oodle.Does RAD Tools have some sort of exclusivity with Sony preventing MS from licensing Oodle? Or is it just a design choice on MS's part to go a different route?
Yeah I misread the OP, I thought this was referring to the size of the game on disk.I very much doubt that this has anything to do with Oodle.
It is far more likely due to differences in patching approaches.
Would be very interesting to see some good comparisons and thanks for the time. Btw, If you didn't know... If you got some PS5 third party games and no Xbox version, you can use the mobile Xbox app to download the games without purchasing them.I never saw that thread, but I am basing my impressions on games I've observed and downloaded on both consoles, which tend to show smaller game sizes on PS5. I'm redownloading several titles right now to reconfirm, and will post results.
That's very interesting. Is there any way to see what a game used? Or is it enough to know it uses GDK?For Xbox Content Update v3, used for GDK games, operates at the sub-file level in 4K blocks (NTFS cluster size). If everything is aligned/compressed/etc properly it doesn't require redownloading entire files, only the 4K blocks where bytes changed. If not, a small change can result in a huge download
Content Update v2 introduced in 2014 operated at the file-level so any changed files had to be redownloaded. v1 operated at the chunk (group of files) level so a change to any file required redownloading all the files in the chunk
BTw in case you missed it, Fortnite had small updates on PS5 since release and starting from this season patches will be bigger on all platforms except PC and PS5 which had the smallest updates.
Thanks for doing the work. The difference with Valhalla and Avengers is absolutely huge. We'll never get any Intel, but it would be nice to hear from the developers why that is, because other games seem to be closer. And can the Yakuza devs explain why PS5 version is bigger? Because that's odd.arsene_P5 cyrribrae
Assassins Creed Valhalla
PS5: 72gb
XSX: 103gb
Borderlands 3
PS5: 52gb
XSX: 64gb
Immortals Rising Fenyx
PS5: 30.5gb
XSX: 32.9gb
Yakuza Like a Dragon:
PS5: 43.69gb
XSX: 39.7gb
Marvel's Avengers:
PS5: 97.63gb
XSX: 139.5gb
For PS5, the data is collected by pressing the options button on a game tile, and looking at the size category.
For Series X, the data is collected by pressing the start button on a game tile, clicking on "Manage game and add-ons", then clicking on the game, and looking at the size reported for the base game.
If I should be looking elsewhere for either of the systems, just let me know.
Some of the pictures:
I can upload more pics, or compare other games if anyone's interested (so long as I own it on PS5 lol).
I'm late to this thread, but wouldn't the Xbox Series games contain both Series X and Series S code and assets? And, in some cases, One S and One X, as well? The Avengers and Valhalla being one of them? Just spitballing, I've no concept of what goes on behind the scenes to compile a game.Thanks for doing the work. The difference with Valhalla and Avengers is absolutely huge. We'll never get any Intel, but it would be nice to hear from the developers why that is, because other games seem to be closer. And can the Yakuza devs explain why PS5 version is bigger? Because that's odd.
Could be, but then something has gone wrong imo, because as far as I can tell the point of smart delivery is that only the necessary files get downloaded.I'm late to this thread, but wouldn't the Xbox Series games contain both Series X and Series S code and assets? And, in some cases, One S and One X, as well? The Avengers and Valhalla being one of them? Just spitballing, I've no concept of what goes on behind the scenes to compile a game.
Perhaps that's a language thing. But I understood it like "this time patch sizes will be bigger". RAD got bought by Unreal, perhaps they are switching to oodle etc. on all those platforms now and therefore need to do one huge update? Whereas on PS5 kraken and co are already used?
You misunderstood me. I am not talking about the in-game language. I am talking about my understanding of the sentence in the tweet. To me the tweet doesn't sound like all the upcoming patches will be huge on Xbox, Switch, ... In Fortnite . It sounded like this season patch will be huge, though.Fortnite has barely any voiced language in it, the only spoken time is during the event that last few minutes which happens only at the end of the season, the part that has language is STW that didn't get any update for a year now.
And what is the obvious between Xbox Series X and PC?The fact that is PC and PS5 only got the smallest updates means the obvious (btw PC update is smallest but takes ages to decompress if your CPU is so old so explains a lot).
Interesting! The differences between Avengers and Valhalla are massive. So massive that it almost makes me wonder if it really is just compression haha. Thanks for doing the work, though! I'm really curious how this changes over the generation. I imagine PlayStation will continue to work on this and working with Oodle, and we get the sense that a lot of Xbox backend features are still coming in/being implemented. Will definitely be happy if this continues to get better over time, regardless :Darsene_P5 cyrribrae
Assassins Creed Valhalla
PS5: 72gb
XSX: 103gb
Borderlands 3
PS5: 52gb
XSX: 64gb
Immortals Rising Fenyx
PS5: 30.5gb
XSX: 32.9gb
Yakuza Like a Dragon:
PS5: 43.69gb
XSX: 39.7gb
Marvel's Avengers:
PS5: 97.63gb
XSX: 139.5gb
For PS5, the data is collected by pressing the options button on a game tile, and looking at the size category.
For Series X, the data is collected by pressing the start button on a game tile, clicking on "Manage game and add-ons", then clicking on the game, and looking at the size reported for the base game.
If I should be looking elsewhere for either of the systems, just let me know.
Some of the pictures:
I can upload more pics, or compare other games if anyone's interested (so long as I own it on PS5 lol).
You misunderstood me. I am not talking about the in-game language. I am talking about my understanding of the sentence in the tweet. To me the tweet doesn't sound like all the upcoming patches will be huge on Xbox, Switch, ... In Fortnite . It sounded like this season patch will be huge, though.
And what is the obvious between Xbox Series X and PC?
Yes, something is definitely going on and as you said it could be rights as weird as it would be, considering RAD is now owned by Epic and everyone including them can use Oodle for free on all platforms for UE iirc. The Xbox size of the Fortnite patch is definitely huge (iirc almost the full game 😒). Let's hope this is a exception.Here the actual sizes of the updates : I think it's a matter of rights than actual power itself. Cus even PS4 is even very small compared to Xbox. Epic owns RAD now so they can afford to have. small sizes on their own platform, Sony bought the license for Kraken so they can have it applied on their consoles (not the first time on PS4 since TLOUR got an update on PS4 that made the loadings considerably short).Fortnite Season 8 Update Download Size: How Big Is the File Size?
Fortnite Season 8 is almost here, this is what you should know about the download size.realsport101.com
Ryzen does better — and the PS5 has hardware Kraken support built-in.
One point that RAD makes is that while Microsoft uses a different method for compressing textures on the Xbox Series S|X, BCPack, Oodle Texture can run on the system. The difference between the two platforms is that Sony paid for a platform-wide license for Oodle Texture and built a hardware Kraken implementation directly into the platform to accelerate an algorithm that can run in software on the PC.
Not entirely, because Kraken isn't even close to being 10 times better than other compression techniques. Something else is going on with the patch of watch dogs.
Apparently this isn't due to Kraken because the compression ratio is mathematically impossible. Maybe Kraken + the way files work in the PS5 api. I'd have to imagine much of the entire game is redownloading on XSX.