Sony has an idea to make 300GB game installs less painful

Alfonso Maruccia

Posts: 2,511   +934
Staff
Editor's take: New gaming releases often come with massive download requirements, and the trend shows no sign of slowing down. Sony is now proposing a novel approach to address the issue, though I've seen similar "solutions" before and frankly, I'm not yet sold.

A newly unveiled patent confirms Sony's commitment to making extra-large video games far more manageable in size. The patent, recently added to the World Intellectual Property Organization's database, describes an "asset streaming" technology that relies heavily on internet connectivity, but Sony emphasizes that this is not related to cloud gaming or its well-known reliability issues.

According to the filing, players would only need to download the game's executable code initially. This minimal package could include some "core" assets essential for launching the game, potentially requiring as little as 100MB. Such a small download would replace the massive tasks common in modern games, which can range from tens to hundreds of gigabytes.

For context, rumors suggest that GTA VI might require as much as 300GB and take days to download.

The 100MB download can be delivered either on a physical medium or through an online store and includes basic assets, such as low-resolution textures. Over time, the game can fetch higher-quality assets via the internet. The game's core logic always runs locally, meaning players should avoid the latency issues typically associated with cloud gaming.

The patent notes that cloud gaming can become unreliable when internet connections are unstable or network conditions are poor. Traditional cloud-based streaming suffers from "significant" latency, and delayed video frames can render a game completely unplayable.

Sony's hybrid streaming approach – local core assets combined with higher-quality asset streaming – aims to address these challenges. In 2025, the Japanese corporation patented another method for reducing game download sizes, confirming that Sony is acutely aware of how massive modern releases have become and how internet connectivity is now a major bottleneck for online services.

In recent years, basic asset streaming has become common in many online experiences. For example, Diablo III requires a constant internet connection, streaming both data and gameplay logic from Blizzard's servers.

Over the years, I've dealt with every sort of connection issue, from disappearing graphics to "frozen" enemies that explode after delayed input uploads. While Sony's approach may help with download sizes, it won't fully resolve cloud-related issues because streaming inherently introduces latency and reliability problems, no matter how much Big Tech tries to sell it as a solution.

Permalink to story:

 
Several games in the last 10 years have supported dynamic downloads, allowing game play to proceed before the entire game is finished downloading. This seems to take the only good parts of that and make it even more dependent and problematic, ensuring you cannot even have the complete game unless you complete the game.

Interesting. I'll continue to buy Discs/Carts until I cannot any longer. PC's already took it away and thankfully, a community of likeminded, good natured fellows allow Steam back up with .exe cracks to play without Steam.

I will own everything, and be happy.
 
Yea, Quit making ridiculously large games
In the past, when new games no longer fit on a floppy (hehe this was a LOOOONG time ago) then CDROM then DVD I always doubted the necessity. Does including 'whatever' really make a better game? Trust issue Anton always suspected the developers had other reason for making the games bigger than the media we used. I.e. they did that to make it difficult for people to do things the developer company didn't like. I have the same feeling when I hear 300-freaking-gig especially when I see the name SONY in the article header.

Buuut as I often say, maybe just maybe it's just me. For the record: I was once shocked to see that the Witcher 3 topped 50 gigs - it's still the largest game I own.
 
Fortunately, my new PC is ready for GTA6 with a whole 12 TB (4TB x 3 drives).

The way I see it, for 300GB, they are basically telling you that you must buy a 1TB drive just for this game simply because the add-on packs are probably going to keep the numbers climbing.

These are no longer just "games". These are "programs".
 
I love how the story mentions Diablo III as if that's a success story and not the poster child for why always-online sucks. Yeah, nothing says "improved gaming experience" like enemies rubber-banding across the screen because your internet hiccuped. Also wild that we've normalized games being 300GB. Like, at what point do we admit that maybe developers should optimize their assets instead of just assuming everyone has unlimited bandwidth and storage?
 
This is just another flavor of "always online" DRM disguised as a feature. Remember when we used to just... install games from a disc and play them? Now we're celebrating the privilege of downloading a 100MB launcher that phones home every time you want decent textures.
 
This is just another flavor of "always online" DRM disguised as a feature. Remember when we used to just... install games from a disc and play them? Now we're celebrating the privilege of downloading a 100MB launcher that phones home every time you want decent textures.
It is a great excuse to remove old single player games indeed: to keep this 300 megabyte game available, we need to allocate a lot of server power to provide the rest of data. "It is not practical to keep these games that could be stored on user's computer on."

I am sure that they will be working quickly to bring this tech to their store. Not to make downloads smaller but to ensure users cannot replay old games.
 
How is Sony able to patent this when it's been done before (Microsoft Flight Simulator)?
That is the way how clerks in patent office work.
They do not check (most time they are not able to) if thing is new, never used before or at least innovative ... and working.
They only check if all fields in the form are filled, Ts crossed, Is dotted and form signed.
 
Multi-language support bloats games. They should have a better system that only includes player's preferred language.
 
Multi-language support bloats games. They should have a better system that only includes player's preferred language.
So...separate versions for all possible languages, right?
Sadly that will "bloat" the price.
Many games are super expensive as it is so no thanks.
 
So...separate versions for all possible languages, right?
Sadly that will "bloat" the price.
Why should it to do that?

Making voice-overs and/or subtitles in another language?
Yes. That costs money. Sometimes a lot of money.

Marking which files contain which language?
They mostly are marked that way already.
 
How about adding options on download page with multiple texture package resolutions, language/audio packs, and also multiple cut-scenes qualities from which the user could choose the ones he wants. I dont need more than one language and 1080P texture and video cut-scenes.
Around 50GB should be the limit.
 
Helldivers 2 already showed us the answer - remove the duplicated asset. Didn't they go from 150 to 21 GB?

Bet these 300 GB games could fit in 50 GB if the devs actually cared to check.
Its not a problem of devs carrying about the games, its a problem of how less/much is the publisher willing to spend for the development process, usually as less as possible for the game to run, how will it run its an entire different story.
 
I dont understand why game developers insist on users download the entire package at once. It's pointless and wasteful. There are several low hanging fruits they could reap if they made the following changes:

1. Games with both MP and SP the user should be able to choose which component to download. Even if the default is both the user can deselect either SP or MP depending on what they're interested in.
2. Localization. Depending on the game this can consume multiple gigabytes, if not tens of gigabytes of data that needs to get download only to be never used. By default the download should offer English as primary and local language (based on OS settings) as default. User can then deselect one of them or add more languages if they choose, but there is no user out there who needs 10 separate languages in their game.
3. Movies and cinematics. These can also consume significant amount of space. Instead of downloading them all at once only the intro movies would be downloaded at first and additional movies are downloaded once the user starts the SP campaign for example. The user should also be given a choice not to download intro movies. These are things is usually delete the first from any game folder (if possible). These just delay launching and getting into the game.
4. Game updates. Most games stubbornly refuse to provide delta patches (downloading only the changed code instead of replacing full files or directories). Some go even further and require you to download whole full builds every time. This needs to stop.
5. File duplication. Based on recent examples eliminating duplication of files can save significant amount of space.

I looked at a few examples on my disk:

GTAV Enhanced: ~92GB total. Multiplayer DLC's: ~38GB. Despite the fact that I never have and never will touch the MP.
Ghost of Tshushima: ~73GB total. Non-English localization: ~14GB. Cutscene videos etc: 9GB. Again 14GB of wasted space and waiting to download things I will never need. All cutscene videos also dont need to be present when the user first launches the game.

There are likely even worse examples out there, but I looked at my installed games.
I remember CoD doing the option between downloading MP or SP.
More developers should do this. This would be beneficial for everybody, not just users, but also developers themselves who save on bandwidth and server costs.

So...separate versions for all possible languages, right?
Sadly that will "bloat" the price.
Many games are super expensive as it is so no thanks.
That's not what he said. The game would still be developed as one with multi-language support.
The difference is that user would be given a choice what languages to download (for obvious reasons one would always be mandatory even if the user deselects English).

No one is asking separate game versions based on languages. Do products also have separate user manuals for every single language? No. They include all in one anyway.
 
Back