◆ NOVATRIA · all solutions
◆ NOVATRIA Proof of Concept DeltaPatch v0.1

Simulation on a real manifest · 184,885 assets

A 500 MB patch should not cost 27 GBHow much download delta delivery saves, container by container

This is a live simulation of DeltaPatch running on a real distribution manifest from a comparable live-service title. Move the control and see, on real data, the gap between redownloading monolithic 4 GB containers and downloading only the assets that actually changed.

01 Patch cycle simulator

How much each player downloads per update

Monolithic status quo
26.6GB
All eight 3.33 GB containers are touched and redownloaded in full.
DeltaPatch proposed
0.53GB
Downloads only the changed assets, addressed by hash. Nothing redundant.
98% less download per player. That is 26.1 GB saved on every application of this patch.

02 Cost projection at scale

What this becomes on the CDN bill

The per-player saving multiplies by your player base and patch cadence. Adjust the values for your title; the numbers respond live.

Bandwidth saved / month
104.5 PB
Cost avoided / month
$1.04M
Cost avoided / year
$12.5M

Order of magnitude, adjustable. The figure that does not change is the per-player saving per patch, measured on the real manifest.

03 How the model works

What is measured, and what is an assumption

  • Real data: the 184,885 assets, their sizes and distribution come from the game's patchlist manifest. Logical total of 26.64 GB.
  • Monolithic model: assets are split into 8 containers of 3.33 GB (mirroring the eight real ~4 GB Patch*.mpk files). A container is redownloaded in full if any asset inside it changes.
  • Why monolithic stays full: with ~23,000 assets per container, one changed file is enough to touch it. Past 0.1% change, all 8 are hit. This is the technical cause of "I had to redownload most of the game."
  • DeltaPatch model: because each asset is addressed by hash, only the changed set is downloaded. Download scales with what actually changed, not with the packaging.
  • Honest assumption: the cost projection uses illustrative CDN and player-base values. The per-player, per-patch saving is measured, not estimated.