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PlayStation 4 Console Thread


mushashi

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Driveclub doesn't work like that, it'll download the delta from what's installed to the new version.

All I know is I'm onto the third massive download for it. The first download didn't let me play. The second let me play one race. The third is slowly allowing more events.

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UK ISPs don't cap any more? Last ISP I had was adsl24, who gave 300gig/month.

It exists, and the premium ones like adsl24 would do it more because they promise a level of service.

But it's really quite rare here now.

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All I know is I'm onto the third massive download for it. The first download didn't let me play. The second let me play one race. The third is slowly allowing more events.

I think the first one would be the update, the second one the playable part of the main download and the third one completing the download.

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That makes sense. It's still waaaaaaaaaaay too big. I've had my PS4 on since Thursday and it's been downloading the entire time.

I would assume you're downloading the whole game, rather than just the PS+ bits you'll actually be able to use.

But yeah, it's big.

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Yeah for some reason I thought they'd changed it on PS4 but more and more it feels like they didn't because this definitely isn't the first time I've downloaded a patch as big as the base game from PSN. Really makes you appreciate the limits Microsoft put on game patches on 360 (I think it was 50MB). Probably too low nowadays but no limits at all just seems to mean ballooning overall game sizes.

this is the same Microsoft who regularly have 30GB patches for Xbox One games right?

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Got a link for them knowing about it beforehand? Cheers

It turns out Dean Takahashi posted an entire chapter as a postscript to his X360 book on the internet for free, back in 2008! which solely covers the RROD debacle, so the information has been public domain for well over half a decade, yet few seem to know of it, this is the pertinent bit in terms of your query:

About this story

I asked Microsoft to confirm or deny 35 different facts contained in this story. Instead, I received a formal statement from a Microsoft spokesperson, saying the company had already acknowledged an “unacceptable number of repairs” to Xbox 360 consoles and responded to the hardware failures with a free replacement program. The statement also said, “This topic has already been covered extensively in the media. This new story repeats old information, and contains rumors and innuendo from anonymous sources, attempting to create a new sensational angle, and is highly irresponsible.”

I don’t think this story is sensational. I have tried to verify the facts over several years. I view this story as the last chapter for my book on the making of the Xbox 360, “The Xbox 360 Uncloaked: The Real Story Behind Microsoft’s Next-Generation Video Game Console.”

The facts revealed themselves slowly, emerging from the day-to-day stories that I wrote about the game business. Some people might consider this post mortem to be ancient history. But the reverberations are still playing out today.

The bolded might explain why people haven't referenced it much, still in denial mode about it at the time or even now.

Ignoring warnings

But the evidence for the quality debacle was there to see even before Microsoft shipped any machines. In August, 2005, as Microsoft was gearing up production, an engineer raised a hand and said, “Stop. You have to shut down the line.” This wasn’t just a brief moment. The engineer spoke up repeatedly.

That engineer, who asked not to be identified, had deep experience in manufacturing. When production results were really off kilter, stopping a line and tracing a problem back to its roots was the answer. But the higher-ranking engineers, managers and executives chose to risk going forward. There wasn’t a universal backlash from the engineering ranks, according to one engineering source.

Nobody listened to that engineer — who spoke on condition of anonymity — apparently because console launches are always hurried affairs. Yields — the percentage of working products in a given batch of total products produced — generally start low. As the manufacturers conduct statistical analysis and tight controls on every step in assembly, they learn how to drive the yields up.

Still, the picture wasn’t pretty. The defect rate for the machines was an abysmal 68 percent at that point, according to several sources. That meant for every 100 machines that Microsoft’s contract manufacturers, Flextronics and Wistron, made at their factories in China, 68 didn’t work. At the recent dinner, Bach denied that there was a big concern about defects at that point in time.

At that point, it is likely true that the engineers weren’t raising enough red flags for the executives to pay attention. Early yields on electronic goods are almost always lousy. Those veteran engineers figured that they would be able to debug the problems and bring the yields up quickly. But the expected rapid improvement in quality just didn’t happen. The communication between upper management and the engineers wasn’t clear. Nor was the strategy aligned between marketing and customer support.

There were plenty of warning signs. Early reports on the problems were myriad. In an Aug. 30, 2005 memo, the team reported overheating graphics chip, cracking heat sinks, cosmetic issues with the hard disk drive and the front of the box, under-performing graphics memory chips from Infineon (now Qimonda), a problem with the DVD drive, and other things. At that point, the contract manufacturers were behind schedule and had only built hundreds of units. They were supposed to have been in high gear, making thousands every week.

http://venturebeat.com/2008/09/05/xbox-360-defects-an-inside-history-of-microsofts-video-game-console-woes/view-all/

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this is the same Microsoft who regularly have 30GB patches for Xbox One games right?

I'd be interested to know which games have required 30gb patches. By saying 'regularly' you make it sound like most of them, but other than the Chief Collection which needed patching up the wazoo, what else has there been?

I've got mine set to stealth mode and I have BT Infinty 2, so all mine get done while I'm at work and I don't ever notice it happening.

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It turns out Dean Takahashi posted an entire chapter as a postscript to his X360 book on the internet for free, back in 2008! which solely covers the RROD debacle, so the information has been public domain for well over half a decade, yet few seem to know of it, this is the pertinent bit in terms of your query:

The bolded might explain why people haven't referenced it much, still in denial mode about it at the time or even now.

http://venturebeat.com/2008/09/05/xbox-360-defects-an-inside-history-of-microsofts-video-game-console-woes/view-all/

An anonymous source? The article doesn't go into the detail you mentioned about specific things that were wrong with the design either. I wonder who it was, how it's written sounds like it was just made up by the author. I'm struggling to believe the guys at the top would have known about it (the extent of the issue at least or exactly what the problem was) Those guys were ok with chucking $1bn at it further down the line to save their rep and stop the console crashing & burning (literally) would surely prefer an untarnished reputation and no issues from the off? They had time on their side too didn't they at that point?
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I'd be interested to know which games have required 30gb patches. By saying 'regularly' you make it sound like most of them, but other than the Chief Collection which needed patching up the wazoo, what else has there been?

I've got mine set to stealth mode and I have BT Infinty 2, so all mine get done while I'm at work and I don't ever notice it happening.

There are some hefty ones out there, 13gb for dead rising, 40gb for assassins creed unity (I think) as it replaces the game, 7gb for witcher 3, sniper 3 10gb. 30gb doesn't seem to be a usual figure though.

Only 326gb of the 500gb drive is available for games etc though apparently. Destiny must weigh in pretty heavily now too. And BF4

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Destiny's big downloads are for the most part DLC, not patches as such. But even the DLC sizes aren't all that big, because - no joke - a lot of the assets/content are already on the disc/original game download. The total size of the game is 26.72GB* on my PS4 including all content. I reckon maybe 8-10GB of that is all the DLC/patches - which isn't all *that* much, considering the game has had two major 'expansions'.

* It's nowhere near my biggest game in terms of data: The Witcher III, with no DLC, is 29GB, as is Bloodborne; TLoU Remastered is 42GB, and Wolfenstein is 52GB (which does include a massive patch). But if Destiny's next DLC isn't already grabbing most of its assets from the existing install, I reckon we'll see that number rocket up in September; if it doesn't, be ready for outrage!

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There are some hefty ones out there, 13gb for dead rising, 40gb for assassins creed unity (I think) as it replaces the game, 7gb for witcher 3, sniper 3 10gb. 30gb doesn't seem to be a usual figure though.

Only 326gb of the 500gb drive is available for games etc though apparently. Destiny must weigh in pretty heavily now too. And BF4

Ah right, so his 'regular 30gb patches on Xbox One' statement was completely made up then. Gotcha.
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I love my Xbox. I was just wondering if what he said was true, as I don't pay attention to the patch sizes. Turns out there's nothing to worry about.

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They're both about the same for patches (the launch stuff was the worst) the biggest difference is that once a game is patched that's the version you download on XB1 rather than this download the original then the same amount of data on top to patch it stuff.

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They're both about the same for patches (the launch stuff was the worst) the biggest difference is that once a game is patched that's the version you download on XB1 rather than this download the original then the same amount of data on top to patch it stuff.

That's not right. The PS4 has delta patching but they can hardly enforce it on developers. Driveclub does this correctly with around 20gb download/disc install and a 10gb for all the patches. The latest patch was 0.5gb which was added to my update file last night.

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