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As far as I understand the on-demand loading, once downloaded assets do not get pruned until the device is under memory pressure. The feature also allows to pre
by pilif 11y ago
As far as I understand the on-demand loading, once downloaded assets do not get pruned until the device is under memory pressure. The feature also allows to pre-load assets in the background.
So if the developers do the right job, then that first 200 MB download contains everything for the player to start playing. Then, before those initial assets "run out", the additional stuff will already have been loaded in the background.
Yes. This is going to be difficult for developers, but it's also a valuable skill to be gained because it helps developers to keep their assets organized and their code will be better at dealing with streaming resources, which, in turn will open the doors for many interesting things to do in the future.
We'll see what happens - after all, when you consider a disk size of 32 or 64 GB, then obviously the current limit is purely artificial.
If developers are unable to adapt to the restrictions or if the framework isn't good enough to the point where the end-user experience suffers, then we'll either see the restrictions lifted or the framework improved.
These restrictions don't restrict the type of game you can make, they only make it harder compared to a unlimited initial distribution.
(note however that if the initial download must fit in 200 MB, then the customer experience potentially improves as the time to download 200 MB is naturally much shorter than the time required to download 20GB which is the maximum size an app can currently have).