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by BitwiseFool 2040 days ago
It's not that high to begin with, 1.2 Tb of data per month is fairly low in my opinion - especially if you have a family.
2 comments

To put this in perspective (Hopefully I got the numbers correct, assuming everyone follows the convention of B=Bytes, and b=bits, and 8 bits per byte) -- I believe it is 1.2 TB, not Tb (bytes, not bits). A quick google search shows that Netflix HD streaming is 5 Mbps (bits), which is 2.25 GB (Bytes) per hour.

1.2 TB per month is 40 GB per day. Which is about 17 hours of Netflix HD per day. Seems like a lot, but not if you have multiple family members each watching something different (so just over 4 hours of Netflix per family member). In our case, we have a little one in the house, and Netflix is going most of the day as background for him (against my better judgement, however...). So to help mitigate the bandwidth usage, I adjusted all the profiles on Netflix to use the lowest quality setting, turn off auto-preview, and turned off auto-play next episode -- which cut my monthly usage by 2/3.

Also, a typical Linux ISO image may be about 5 GB (the one "large" item I typically download whenever a new CentOS or Debian/Ubuntu is released). So that is 8 Linux ISO's per day, so not too bad there.

The only thing I haven't measured yet is when what the kid's Zoom class uses up, and my remote RDP sessions. However with two adults in the house and a little one, my usage hovers around 500 GB -- but for some reason back in July I hit about 1 TB, and last month was 800GB.

Now if you have teens in the house, esp. if they are gamers, then I can easily seeing usage well beyond 1.2 TB.

Imagine you've purchased a digital-only PS5. So just buying and downloading a new game is probably going to eat up ten to fifteen percent of your monthly cap.

I imagine the Xbox Games Pass is even worse for this, since you're going to download many more games.

I'm not a gamer, so I'm curious which games use 120 - 160 GB when downloading them? Or is that the usage when playing them for a period of time (i.e., downloading assets on the fly)? And I thought that DVD games were huge (4.5 - 8 GB), but I haven't really kept up with current trends.

Edit -- just did some quick searches, it appears some games require 50 - 100 GB minimum storage -- is that what is downloaded, or do they generate game assets from compressed data after installation?

That's what is downloaded. Cyberpunk 2077 (releases next month) is supposedly a svelte 70 GB, while the new Call of Duty is a hefty ~133 GB download on the new consoles (and close to 200 when installed).
That is what is downloaded. Most AAA games are at least 32gb due to the large worlds and the level of detail required.

Everything that can be compressed is compressed, though there still is room for improvement on compressing mocap (motion capture) data. Mocap is done to get characters movements more natural and to help with lip syncing, though it can take up more room than plain video. Prerendered video is not very seamless and does allow player interaction with the scene beyond choose your own adventure type options. This is more of an issue if they want to show the player character as most games have extensive customization of the look of the player character.

The games are usually compressed, but you can very easily find yourself downloading over 100 gigs for a single game in a month.

A big trend in games these days what is called "live" or "service" games. These are games that are having new content added on a regular schedule (monthly, or sometimes weekly). This means its not unusual to get updates that range in size from 20-60 gigs for a single game in a month. If you play a lot of games or have kids that play different games, you can very easily be burning 200-400 GBs of data a month just keeping your games up to date.

AAA game sizes have gotten absurd over the last generation. lots of needlessly uncompressed audio as well. ime popular multiplayer games are getting patched constantly . i downloaded warthunder on a whim and just with updates alone the file size has already doubled. i haven't even had time to try the game yet.
Some games (looking at you COD) have patches that are 50GB to download.
Flight Simulator 2020 was something around 120 GB. I think Call of Duty is pushing 200 GB and it made the news when they managed to shrink it.

On technical merits it makes more sense to implement a good QoS system to ensure fair and responsive access. Caps are a business tool to bolster margins.

Agreed. I just purchased an Xbox One and subscribed to their Netflix style buffet service for digital games. Game sizes range from 20-100GB. I've had to resort to only downloading 2-3 smaller games because my household already gets pretty close to our terabyte quota every month. These gamerpass services aren't nearly as great if you're limited to downloading a single game a month.
Especially during a global pandemic when schools and business are forced to being digital. I wouldn't hate this so much if it was 5TB, that is at least targeted at top 1% abusers.
Is "using the throughput I pay for" considered abuse? The annoying thing with this is we're charged for throughput (100Mbps, 25Mbps, etc), but then also limited in how long you can sustain that rate.

With my Comcast Gigabit internet I could hit the MONTHLY cap in under 3 hours of the speed I paid for.

They claim that this data cap would not impact 95% of their customers.

I think the timing of this policy change is especially tone deaf.

Divide and conquer usually works pretty well. Find some unsympathetic 5% here, another 5% there...