Today I leveraged it to collapse 650k files to 150k unique files shaving 25m off "force rebuild all maps" Weekly a process spends 18 hours rebuilding all of our content to validate both our incremental build and our deterministic build.
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Every month we rely on this to minimize patch sizes (though I'd still like to get them smaller.) We used this to validate any changes to our structured data file format that aren't supposed to/limit their changes to specific files. The whole framework basically relies on it.
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Ce Tweet est indisponible.
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I, of course, completely agree with you. I can see, however, where some studios don't deal with deltas often and as such aren't actually wasting money. If you only ship the game once and don't patch it, or your pipeline never needs to rebuild the binaries you don't run into this.
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Woof! determinism isn't optional in a pipeline, if that pipeline has to run more than one time!
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So you would think, yes indeed.
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Le chargement semble prendre du temps.
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