• helenslunch@feddit.nl
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    4 hours ago

    I 100% disagree. Any game that requires connection to a remote server for single player functionality is dead to me. And any suggestion otherwise I take personal offense to.

    This makes your local game dependent on someone else’s server. That someone else, at any time, can shut down that server with zero consequences. They can change the terms of the deal, with zero consequences. Their servers may unintentionally go down or experience other technical issues, depriving you of the product you paid for, with zero consequences. Also you simply cannot use it away from an internet connection.

    You are at the mercy of the provider, who has absolutely no legal obligations to you.

    Their servers were so damn slow to download on initial install

    And you can’t see why that would be a massive problem while trying to livestream your game from their server?

    • SketchySeaBeast@lemmy.ca
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      1 hour ago

      The CDN to download the initial files were slow, the in game streaming was fine.

      Yes, ownership sucks these days, but I don’t know how they’d technically pull this off as well without using a remote server. As a philosophy, if we’re purchasing games the only real choice is GoG, anything else ends up with us locked into some server-based licensing system.

    • DdCno1@beehaw.org
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      2 hours ago

      Only the installs were slow. Terrain streaming worked just fine right from the start (I played it from day one) - and once it’s cached on your machine, they can shut down the servers all they want, it’s still on your machine.

      • helenslunch@feddit.nl
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        2 hours ago

        Only the installs were slow. Terrain streaming worked just fine right from the start

        Were you streaming at 180mbps?

        and once it’s cached on your machine, they can shut down the servers all they want, it’s still on your machine.

        That’s not how cache works.

        • DdCno1@beehaw.org
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          1 hour ago

          Were you streaming at 180mbps?

          More than that, actually. I measured well over 250 over large cities. Others have reported more than 300.

          That’s not how cache works.

          In this case, it does. The cache for this simulator is a disk cache - and it’s completely configurable. You can manually designate its size and which parts of the world it’ll permanently contain. There’s also a default rolling cache (also on SSD - this program doesn’t even support hard drives), which does get overwritten over time.

          • helenslunch@feddit.nl
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            46 minutes ago

            More than that, actually. I measured well over 250 over large cities. Others have reported more than 300.

            Interesting that they’re able to maintain such speeds for streaming map data but not downloads…

            In this case, it does.

            It doesn’t, in any case. Cache is, by definition, temporary.