Apple did this with the original iPhone. Turned out even in their ecosystem they didn't get it right. The full restore images have always been there and diffs didn't reappear until you could "OTA" the device (WiFi)
I can't imagine how hard a console would be with every random app writing data wherever. Sandboxes and jails have been escaped as long as they have been around as well so they can help but are far from perfect Sent from my iCar > On Jan 23, 2020, at 6:21 PM, Mike Hammett <na...@ics-il.net> wrote: > > > If true (not arguing), that's really dumb. > > > > ----- > Mike Hammett > Intelligent Computing Solutions > http://www.ics-il.com > > Midwest-IX > http://www.midwest-ix.com > > From: "Brandon Martin" <lists.na...@monmotha.net> > To: nanog@nanog.org > Sent: Thursday, January 23, 2020 10:23:24 AM > Subject: Re: akamai yesterday - what in the world was that > > 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 >