[HN Gopher] Steam now allows you to copy games over a local netw...
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Steam now allows you to copy games over a local network to another
PC
 
Author : FinnKuhn
Score  : 135 points
Date   : 2023-02-18 19:06 UTC (3 hours ago)
 
web link (twitter.com)
w3m dump (twitter.com)
 
| adamsb6 wrote:
| Long ago I had setup lancache for this purpose, which is strictly
| inferior. Not only can chunks be evicted from cache, but it
| seemed like there were a lot of cache misses even when testing
| re-downloading the same game.
| 
| Though lancache does still have one plus over this method: when I
| boot from Linux to Windows there's still a chance I might not
| have to re-download chunks.
 
| dj_mc_merlin wrote:
| I wonder if the image in the tweet was made by an AI?
 
| [deleted]
 
| Fire-Dragon-DoL wrote:
| Oh YES. For a family of pc gamers, this is a huge improvement!
 
| nathias wrote:
| steam deck is really making a lot of improvements on the whole pc
| gaming environment
 
| aquova wrote:
| They've been rumored to be working on this for some time; I think
| it's an excellent feature. I know people who live in areas with
| poor internet speed, and this type of thing is a godsend. It may
| seem simple to people on here how to simply transfer game files
| or set up a network cache, but to many users it's akin to dark
| magic.
 
| _dain_ wrote:
| I thought you could always do this?
 
| stodor89 wrote:
| Good, another 500 years like that and modern gaming may reach
| feature parity with 2002 gaming.
 
  | qualudeheart wrote:
  | We need Indie games to work on this. Triple A studios won't
  | tolerate it. Probably going to be very cheap to make indie
  | games soon, with cheap generative AI.
 
    | AnIdiotOnTheNet wrote:
    | Most indie games I know of can just be copied. In fact, many
    | indie games on steam can just be copied because they contain
    | no drm at all.
 
  | ninepoints wrote:
  | Why do you feel the need to write this
 
    | [deleted]
 
    | CyanBird wrote:
    | Because the lack of generalized Lan is exceedingly
    | frustrating throughout the landscape of video games
    | 
    | It really is a problem
 
  | bobmaxup wrote:
  | I can see what you are getting at, but does that really apply
  | here?
 
    | okamiueru wrote:
    | I'm not OP. but, yes?
    | 
    | Steam is DRM. Before DRM, this process was solved very easily
    | by copying over files.
    | 
    | What this adds is convenience. Which, I suppose is OK. But,
    | in many ways, "buying games" used to come with some
    | flexibility that we gave up for convenience.
    | 
    | I don't think OP suggest what valve is doing is a bad move.
    | Just that, nostalgically, it used to be quite good. But,
    | nothing stops us from buying games on GoG instead, and just
    | copying over install files the "good old way" either.
 
      | gambiting wrote:
      | But.....you still can just "copy over files" if you really
      | want to bring over the good old 2002-like flow. Just copy
      | over files from another machine, then start the install
      | process, steam will realize it already has all the files
      | and will finish instantly, done. I've done this many times.
 
        | okamiueru wrote:
        | Hm, that is true. Good point. I suppose this is just a
        | nice thing then :). Maybe OP wasn't aware that you could
        | do this without steam complaining.
 
      | NBJack wrote:
      | Steam does not enforce digital rights management unless the
      | distributer wants it. Many games that can be executed from
      | their own directories without Steam even active agree with
      | this. Steam is first and foremost a software distribution
      | platform.
      | 
      | This copying concept has actually been possible by hand for
      | some time, whether by using the Backup feature or by way of
      | just copying data from the commons directory of the
      | installation.
 
      | DRW_ wrote:
      | >Steam is DRM.
      | 
      | This is false. Steam offers OPTIONAL DRM. There are plenty
      | of DRM free games on Steam.
 
      | Hamuko wrote:
      | > _Before DRM, this process was solved very easily by
      | copying over files._
      | 
      | Before Steam, the game would just yell you to insert the CD
      | after you copied over the files.
 
        | tmtvl wrote:
        | And inevitably CDs would become unreadable or lost and
        | one could no longer play the game. I remember one of my
        | Baldur's Gate 2 CDs having a crack from the centre to the
        | edge after suffering an unfortunate fall.
 
      | adra wrote:
      | The only way this was true was when cracks were a thing.
      | Most games had some sort of copy protection before (and
      | often after) steam. I couldn't imagine a community of
      | idiots downloading untrusted exes these days...
 
  | [deleted]
 
| teddyh wrote:
| Very magnanimous.
 
| trissylegs wrote:
| I remember when my Girlfriend and I were play Elder scrolls
| Online. I was really short on disk space at the time. (The
| download was also huge)
| 
| So I just set up a network share on her computer for it and
| launched it from a network mapped drive.
| 
| It just worked. I was kinda surprised. But I guess if the devs
| don't do anything fancy there's no reason it shouldn't work.
 
| armchairhacker wrote:
| Bring back DS download play! Maybe one day they'll let you play
| with others who don't have the game, using this to install a
| temporary multiplayer-only copy...
| 
| EDIT: Of course they already have something similar,
| https://store.steampowered.com/remoteplay. So "one day" might be
| sooner than I thought
 
  | Natsu wrote:
  | Huh, I was just thinking of that myself, but I didn't know
  | Steam already had this feature. It's a great idea and something
  | I'd like to make more use of.
 
  | e4e5 wrote:
  | Steam remote play?
 
    | shaunsingh0207 wrote:
    | that isn't quite the same, ds download play sent a small
    | multiplayer-only to the guest device, independent of the host
    | device. Remote play merely streams your whole session over.
    | 
    | The only thing close for the PC market I can think of is It
    | Takes Two and its "Friends Pass"
 
      | crtasm wrote:
      | Operation Tango is another example of a free install for
      | player 2.
 
| Lacerda69 wrote:
| funny thing is I could always do this with cracked games... and
| much more
 
| spiritplumber wrote:
| did that stop working at some point?
 
  | Baeocystin wrote:
  | No, it still works. I do exactly that regularly. It's
  | particularly useful if you're playing around with mods- you
  | keep a vanilla copy of the game folder on standby so that you
  | can pave over your mistakes with ease.
 
| StreamBright wrote:
| I am more and more inclined to purchase things that I can hold in
| my hand or have it in the room with me and does not require
| internet connection to function.
 
| grujicd wrote:
| So this feature seems to be target to family sharing PCs? I
| really hate Steam's family sharing. It seemed a great idea. I
| could purchase some games for kids on my account and they could
| play on their separate PC. I fully expected that I can't run same
| game on two PCs if I purchased just a single license. What I
| totally didn't expect was that if kid is playing any single game
| from my library, I can't play anything else on my PC! Two
| entirely different games, with two full paid licenses can't be
| played at the same time.
| 
| This policy moved Steam from "oh it's so convenient" to "ugh, I
| won't purchase anything ever again on the Steam". Yes, I could
| create a new account but then I'm locked out form all the games I
| already purchased.
| 
| Now if I'm buying a game the first thing I'm looking is if
| there's is a non-Steam version.
 
  | xboxnolifes wrote:
  | This happens for any game that requires you to be online. So
  | I'll note that it shouldn't be a problem if it's a single
  | player game.
 
  | photoGrant wrote:
  | No it seems to target having the game on your PC then wanting
  | to install it on your Steam Deck.
 
  | rstupek wrote:
  | I can play if I'm in offline mode without an issue when my son
  | plays on his computer. Have you tried that?
 
  | chaostheory wrote:
  | Why not just disable Family Share instead?
 
  | [deleted]
 
| Thiez wrote:
| Back in the day (must be 15 years ago?) at lan parties we would
| share steam game files locally if someone already had it
| installed. If the files were present locally in the correct
| forder, the client would be smart enough to skip to verifying the
| download.
 
  | InitialLastName wrote:
  | > If the files were present locally in the correct forder, the
  | client would be smart enough to skip to verifying the download.
  | 
  | It still is; I just replaced the boot drive in my PC, pointed
  | Steam at my already-installed library (on a secondary drive)
  | and installed the games with no downloads necessary (other than
  | updates for some games).
 
  | bombcar wrote:
  | I remember CD games where it was MUCH faster to copy the
  | install directory over the network than wait for the installed
  | to decompress everything. And then a quick repair and you were
  | good to go.
 
  | piperswe wrote:
  | I'm pretty sure that's still the case, I don't recall them
  | making any change that would break it
 
    | dmonitor wrote:
    | Yeah, this is just Steam doing it automatically for you
 
  | Ekaros wrote:
  | There is and has been also option to make backups from steam
  | games. And then install those on other machines.
 
  | misnome wrote:
  | I remember spawn installs!
  | https://en.m.wikipedia.org/wiki/Spawn_installation - games came
  | with the ability to install multiple multiplayer-only copies so
  | that you only needed one copy of the game to play. This was
  | invaluable for LAN parties but also families - this list
  | certainly dominated the games that I played with my siblings.
  | 
  | It so often feels like things are moving backward .
 
    | zerocrates wrote:
    | I definitely remember seeing the "spawn install" option from
    | the StarCraft CD and just assuming it was something to do
    | with the comic book character.
 
      | NotACop182 wrote:
      | Oh the good old days warcraft 2 I believe also did this.
      | Still waiting for the next installation. WC4.
 
        | danaris wrote:
        | I think WoW is supposed to be WC4 through...10? 12? not
        | sure how many expacs it's had now...
 
        | TonyTrapp wrote:
        | It's a completely different kind of game, just set in the
        | same universe.
 
  | trissylegs wrote:
  | Steam is pretty robust. If delete everything but steam.exe and
  | the steamapps dir. Launching steam.exe will basically just
  | reinstall steam in place and have all your Games there.
 
  | dpkirchner wrote:
  | We would ask everyone to have the game installed and updated
  | before they arrive, however inevitably the events would turn
  | into "install parties". I still miss those days, though; if
  | nothing else because I had more time and patience.
 
| sowbug wrote:
| Why wasn't this functionality ever baked into the web? HEAD
| requests could return a SHA hash of the content, and browsers
| would check peers before issuing a GET for the remote resource.
 
  | capableweb wrote:
  | If you read some of the original documents about the web,
  | you'll see that it was one of the ideas. It never made it
  | further than being an idea though.
  | 
  | Although IPFS seems to want to implement something like that,
  | and probably much easier to do in a content-addressable way
  | (like IPFS). So content has a hash, and as long as you trust
  | the source of the hash, you can download the content of a hash
  | from anywhere, even your drunk and slightly annoying neighbor
  | that you don't actually trust, because you can verify that you
  | got the right bytes after all.
  | 
  | Bittorrent does it for transfers already, and it works alright,
  | so why not for the web too?
 
  | _dain_ wrote:
  | isn't that just bittorrent?
 
  | 7steps2much wrote:
  | I mean ... At that point you could just include a caching/proxy
  | layer at your router.
 
  | fbrchps wrote:
  | The security implications of "find me another device on this
  | network who has gone to a specific page" are immense. Not to
  | mention accessing account-related information due to improper
  | no-cache headers on the website.
 
    | ruined wrote:
    | there are plenty of more plausible misconfiguration risks
    | that we accept, or consider the operators responsible. i'm
    | not sure why you would take issue with this one.
    | 
    | additionally, content-addressing provides another layer of
    | security beyond location addressing. even improperly cached
    | information is as secure as your hashing algorithm.
 
    | [deleted]
 
  | amaccuish wrote:
  | Because that would effectively broadcast your browsing history
  | to the LAN.
 
  | WJW wrote:
  | Seems like it would only work in a very benign network
  | environment. The first thing 4chan would do is to write a
  | "peer" that answers yes for every SHA it gets and then sends
  | over porn instead. Hope all your network software re-verifies
  | the hash for every file you get! There is also the massive
  | privacy leak of asking for the SHA of a certain file only found
  | on specific websites and then seeing who has it.
  | 
  | HTTP is just inherently server-client, decreasing load on
  | servers by sharing between clients was not a design goal.
 
  | Ekaros wrote:
  | Which peers? Connected how?
  | 
  | Sounds simple, but number of cases where this would happen is
  | likely pretty low.
 
  | kevin_thibedeau wrote:
  | That doesn't work with dynamic pages. A simple timestamp change
  | would invalidate the hash between HEAD and GET.
 
| ffhhj wrote:
| In the meanwhile Steam's "backup and restore games" option
| doesn't really work, games are redownloaded anyways. The only way
| around is copying from steamapps both the game's folder and its
| appmanifest file.
 
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