How does godot handle large pck files

Yeah, but the situation you responded to would also not benefit from pck file unloading. It wouldn’t benefit from splitting into multiple pck in the first place, with or without pck file unloading, as you yourself have already pointed out.

Valid cases for pck file unloading:

  • Swapping physical media while the game is running.
  • Unloading mods while the game is running.

Valid cases for pck file splitting that do not require unloading:

  • Installing the game on a FAT-32 USB stick.
  • Separating out optional parts of the game for faster downloads.
  • Separately downloaded DLCs.
  • Getting past file size limits for web games.

Not a valid use for pck file unloading, and also not a valid use for splitting pck files in the first place:

  • Some misguided idea that multiple smaller pck files are somehow faster than one big one.

Who are you arguing with here? What point are you trying to make? You’re not adding anything not already explained, or things that aren’t related to what I was saying

I am responding to this:

…which seems out of place, because unloading pck files is not a potential solution to any problem anybody is having in this thread.

Saying “splitting pck files make no sense because they cannot be unloaded” implies “splitting pck files would make sense if they could be unloaded”, which is not true.