> This just follows the same rules as networks have always seemed to; If you build it, they will come, and you'll have to build more. :)
https://en.m.wikipedia.org/wiki/Induced_demand :-) On Thu., Jan. 23, 2020, 09:40 Tom Beecher <beec...@beecher.cc> wrote: > I think this is a tribute to how we’ve built and upgraded networks for >> capacity and speed. >> > > I think it's spot on. > > In years past it made more sense to distribute smaller , incremental > patches. More work on the software side, but it was likely a better option > than getting blasted on Twitter because "OMG I WANT TO PLAY AND MY DOWNLOAD > IS TAKING 8 HOURS". > > This just follows the same rules as networks have always seemed to; If you > build it, they will come, and you'll have to build more. :) > > On Thu, Jan 23, 2020 at 11:57 AM Jared Mauch <ja...@puck.nether.net> > wrote: > >> >> >> > On Jan 23, 2020, at 11:52 AM, Valdis Klētnieks <valdis.kletni...@vt.edu> >> wrote: >> > >> > On Thu, 23 Jan 2020 17:13:15 +0100, Bryan Holloway said: >> > >> >> Game releases are hardly a new thing, but these last two events seem to >> >> be almost an order of magnitude higher than what we're used to (at >> least >> >> on our predominantly eyeball network.) >> >> >> >> Any thoughts from the community? We're taking steps to accommodate, but >> >> from a capacity-planning perspective, this seems non-linear to me. >> > >> > Be prepared for an entire new world of hurt this holiday season. Sony >> has already >> > confirmed that PS5 releases will ship on 100Gbyte blu-ray disks. Which >> means that >> > download sizes will be comparable… >> >> There’s also the “we will stream you all the data things” I keep hearing >> about like the >> Consoles without discs or some other thing I can’t remember the name of. >> >> I think this is a tribute to how we’ve built and upgraded networks for >> capacity and speed. >> >> - Jared >> >>