Starting from Patch 11, the capability to establish persistent connections was added to the product. The BigFix Query feature allows you to retrieve information and run relevance queries on client workstations from the WebUI BigFix Query Application or by using REST APIs. Getting client information by using BigFix Query.In air-gapped environments, to download and transfer files to the main BigFix server, use the Airgap utility and the BES Download Cacher utility. Downloading files in air-gapped environments.You can gather license updates and external sites by using the HTTP or HTTPS protocol on a BigFix server or in an airgapped environment.īigFix Console, Server and Relay components of the architecture perform high volume file operations. The BigFix server generates unique IDs for the objects that it creates: Fixlets, tasks, baselines, properties, analysis, actions, roles, custom sites, computer groups, management rights, subscriptions. Here are some of the important elements of multiple server installations: Starting from Version 9.5.5, BigFix supports SAML V2.0 authentication via LDAP-backed SAML identity providers. Enabling SAML V2.0 authentication for LDAP operators.You can add Lightweight Directory Access Protocol (LDAP) associations to BigFix. In BigFix there are two basic classes of users. BigFix Site Administrator and Console Operators.This guide explains additional configuration steps that you can run in your environment after installation. I can see and appreciate the need to download something like a DLC (which alters the game files) to a temporary staging or quarantine location until the download finishes, and the new content can be inspected before merged into the existing game files (preventing potential damage to the base game if the DLC got broke in transit).Learn how to configure BigFix according to your needs. Not much else to say other than I think it's using bad/flawed logic to choose a 'Staging Location'. Theory Number the Second - There's something going on with the download manager/scheduler/ It was only about an hour in between downloading the base game and downloading the DLC so mayhaps Windows said 'Nay, let this drive think, use this other one that has all of the available space as a staging location' then committed the files afterwards. When I downloaded the game initially, it zipped through the first 20 or so GB's but then the SSD ran out of it's higher speed NAND cells (used for initial caching of writes before they are moved to more permanent but slower NAND cells) and it crawled through the last leg of the journey. Theory Number the First - Windows did it. Now, I have quite tediously looked at and clicked on every single option and button in the settings menu and elsewhere and can find NOWHERE where this is configurable I do, however have some theories. So, rather than being able to utilize My super fast internet connection or plethora of high speed storage options, I had to first wait the half an hour for it to download the game (limited by write speeds of the HDD), then I had to wait another 10-15 minutes for it to copy the file over (this time limited by the read speed of the HDD). When I installed the map, which was only 5.7GB, Steam decided to download it first to my 4TB HDD(Drive B:). I should also note that I have a fiber connection and have seen an actual gigabit connection speed inside of windows task manager(which I didn't think was possible). My C: drive is set as default library drive/folder, and is a 1TB NVME SSD. I downloaded a DLC map for ARK, which is installed on a 250GB SSD (Drive F:) and the only thing on that drive. So this is what I'm here to find the "Why" of today, that time frame your referring to is the download being "committed" to the rest of the game.
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