[Beta] Patching
Last updated
Last updated
HyperPlay supports differential updates where users only have to download new content when a game is updated.
As a developer, you can request to join in the beta test of this feature by reaching out to the team directly.
For developers participating in the program, you can continue to publish your builds the same way you have already been publishing them, and HyperPlay will handle the rest.
There are some general guidelines you can follow to optimize your patch size.
In particular for Unreal Engine games:
Avoid switching the build you submit back and forth between build targets (i.e. Production, Testing, Debug, etc.)
Group assets into separate PAK files
Here is the official guide:
An effective strategy can be to group assets by level or area into their own pak files. New content can be added to new pak files instead of modifying existing ones as well.
To get an estimate of the patch size, you will need to first get the project_meta_id
for two separate releases.
Find the channel you are releasing on.
Copy channels[i].release_meta.release_id
to your records as oldReleaseMetaId
Perform a new release on the channel
Copy channels[i].release_meta.release_id
to your records as newReleaseMetaId
Make a note of the platform id from channels[i].release_meta.platforms
to pass in the following url
Go to https://developers.hyperplay.xyz/api/v1/patches/compare?old_release_id=<paste_oldReleasemetaId_here>&platform_name=<platform_name_here>&new_release_id=<paste_newReleasemetaId_here>
Here is a sample response:
The value for differentBlockPercentage
is the amount of new data that was downloaded for the patch divided by the size of the new release on disk.
As a developer, you can use this tool to experiment with your build pipeline on private (i.e. gated) channels to optimize for patch size.
Go to in your browser and find your game