Patience, Grasshopper - On Long Load Times For Games 134
Thanks to GamerDad for its editorial discussing the thorny, still present problem of long videogame loading times. Although the author points out "It used to be worse than it is now. I do count some of my blessings", he still argues: "I know that optimizing load times is probably low on the list of priorities when developing a game... [but] if you load the game so quickly that no one knows it's happening, or keep it streaming in chunks to not interrupt the flow of play, the player will be far more immersed in what's happening in your game and less likely to ever put it down until forced to do so." In conclusion, it's even suggested that a return to game cartridges might be a good thing: "You just can't beat that instantaneous gratification of playing games you just plug in, turn on and play. When the capacity is there for today's games, a return to carts would make me one happy gamer."
Dungeon Siege (Score:2, Interesting)
Perhaps mini-games while loading (that could even affect the main game), or loading as much as possible in the background while on the mission selection screen, for games which feature that sort of thing, would be solutions.
Re:Dungeon Siege (Score:2)
Re:Dungeon Siege (Score:2, Informative)
Re:Dungeon Siege (Score:2)
Cassette Load Times (Score:3, Interesting)
Surge supressors and UPS's, mankinds greatest achievements!
Re: (Score:2)
Um... no? (Score:5, Insightful)
Cartridges also cost a LOT more to make than a CD or DVD, which would create a problem for game prices. Either they'd have to raise the price of the console to defray the cost of keeping the cartridges at about the same price as a current CD/DVD/GCNdisc (whatever the hell that thing runs on), or they'd have to raise the average price of a game by $10-$20 to make the same amount of money. The average cart, IIRC, costs about $10 to make, while a CD/DVD costs a few cents.
I realize that cartridges have faster load times, but from an economic standpoint, it's not likely that any game company is going to revert to them any time soon.
Re:Um... no? (Score:1)
Re:Um... no? (Score:2, Insightful)
Re:Um... no? (Score:4, Informative)
Rob
Re:Um... no? (Score:2)
Re:Um... no? (Score:2)
When it came out, maybe. But not too long afterwards, when developers actually wanted carts with some capacity to them, the price ballooned up. As you pointed out, the exact same thing happened with the SNES, and I'm almost positive the Genesis and NES had that problem too. You don't have this problem with optical discs because they're so cheap and if you need more space, you don't have to make discs w
Re:Um... no? (Score:2)
On the other hand, its pretty easy for developers to see the disk space and wonder how to fill it. The answer thus far has been prerenders. Sometimes leading to sorry excuses for a "game," like Xenosaga. Hey, if people will pay 50 dollars for it, then more power to the artists behind it. But don't expect me to worship the unlimited gaming potential of optical media.
Re:Um... no? (Score:2)
I remember most new games being $60-70 at retail towards the end of the N64's life. It's pretty easy to assume that that was because of higher cart capacity, but perhaps I'm wrong.
On the other hand, its pretty easy for developers to see the disk space and wonder how to fill it. The answer thus far has been prerenders. Sometimes leading to sorry excuses for a "game," like Xenosaga.
Of course it is and does. But that's a human problem, not a technological one. If you had a
Re:Um... no? (Score:2)
Keep in mind that a DVD will hold up to 9GB of data, think about how much a cart with 9GB of ROM would cost. I can promise you the price differential is a lot more than $10.
Re:Um... no? (Score:1)
Re:Um... no? (Score:2)
Re:Um... no? (Score:1)
Re:Um... no? (Score:2, Informative)
Jak and Daxter ? (Score:5, Informative)
It features an enormous world, with many levels. And no loading time
between them. Roaming around the world, and among diffrent levels etc. is totally smooth.
Developers got a thing or two to learn from it.
Re:Jak and Daxter ? (Score:4, Interesting)
Re:Jak and Daxter ? (Score:2)
Well, I refuse to play Resident Evil till they fix the dumb door/loading scenes, and I returned Stuntman as 'faulty' because it was simply stupid waiting 90 seconds to attempt another 5 seconds of stunt.
The worst thing you can do, is force the player to wait so long, they actually turn the TV on to watch something rather than stare at the load screen.
Re:Jak and Daxter ? (Score:2)
It's all part of the overall experience.
Good gameplay, good graphics, good sound, good loading times.
If you get all of them right, you have an excellent game, get any of them wrong, and you have anything from a merely OK game, to a waste of time and money.
Re:Jak and Daxter ? (Score:2, Insightful)
Still, you're right that developers can learn a thing or two from them. Being able to still have control of my character while I wait is worlds better than being stuck staring at a loading screen.
Nintendo understands this (Score:4, Insightful)
Another advantage of Nintendo's (odd) format (Score:5, Insightful)
Re:Another advantage of Nintendo's (odd) format (Score:3, Interesting)
Wind Waker and Metroid Prime also did well - they load each area individually (in MP when you shoot a door, in WW when you go through one), but in most cases the load ti
Re:Another advantage of Nintendo's (odd) format (Score:2)
Smaller disk do == faster load times, sort-of. The laws of physics say you can only spin a disk of a certain size so fast before it is unable to resist the "centripital force" from rotation and flys apart. (IIRC the disks stretch enough before then that you can't read them, but either way there are physical limits to how fast you can spin) So it is an optimization problem, how dense can you record the data (mostly related to lazier wavelength), how much data you want on a disk controls the size, and how
Re:Another advantage of Nintendo's (odd) format (Score:2)
No indication of the speed at which deformation would make them useless, but I'd assume it has to be much lower. Still, 75K RPM is quite a bit higher than current drive speeds. 1X speed is 500RPM in the center and 200RPM at the edge.
Re:Another advantage of Nintendo's (odd) format (Score:2)
That makes no sense. RPM means revolutions per minute. The RPM will be the same at the center and the edge, otherwise your disk is shearing!
Re:Another advantage of Nintendo's (odd) format (Score:2)
The speed varies depending on the position of the read head.
Re:Another advantage of Nintendo's (odd) format (Score:2)
Ah, I understand you now. My apologies.
Re:Nintendo understands this (but not for the GBA) (Score:4, Insightful)
Re:Nintendo understands this (but not for the GBA) (Score:5, Interesting)
There really aren't any systems that don't do that these days. I read somewhere that they throw the logo up there as a way of 'proving' that the game was licensed to be manufactured by Nintendo (or Sega, or Sony, you get the idea...) legitimately. If you made a knock-off unlicensed cartridge, and that logo appeared, you were commiting a copyright violation and could be nailed.
I might have the particulars a little messed up, clarification would be appreciated. I guess the point I'm getting at is that the logo is there for a specific reason, it's not a Nintendo/Sony/Sega/Microsoft commercial.
Re:Nintendo understands this (but not for the GBA) (Score:3, Interesting)
Re:Nintendo understands this (but not for the GBA) (Score:2, Interesting)
Re:Nintendo understands this (but not for the GBA) (Score:2)
Re:Nintendo understands this (but not for the GBA) (Score:2)
In Sega v. Accolade (or vice versa) in the US, it was ruled that displaying the text banner solely for the purpose of interoperability was ok. It might still be grounds for trademark infringement lawsuits in other countries though.
Re:Nintendo understands this (but not for the GBA) (Score:2)
No conspiracy here.
Re:Nintendo understands this (Score:2)
Provide something during the wait.... (Score:5, Interesting)
Re:Provide something during the wait.... (Score:2)
Re:Provide something during the wait.... (Score:4, Interesting)
Re:Provide something during the wait.... (Score:4, Interesting)
The "Loading" message could be manipulated with the controller, making it wave and distort. I was actually disapointed a couple of times that the level had loaded too fast and interrupted my fun : )
Good idea. (Score:5, Insightful)
Like Ratchet and Clank, when you're going in between planets. You get to see your ship fly around in space. Even in DBZ Budokai 2, you get to twirl your analog sticks around to make the little loading icon move. As long as you're DOING SOMETHING during the loading screen, it makes it a lot less painful.
disadvantages of cartridges (Score:3, Informative)
What i do like about the cartridge is the fact that they will stand the test of time much better than our slowly corroding DVD and CD media. I think all my old Atari 2600 carts will still boot. Something i can't say about some of my older Sierra cd-rom games on my PC.
Re:disadvantages of cartridges (Score:2)
I thought so too. But recently I dug out my Mario 64 for the Nintendo 64, which I'd bought when it came out, but somehow never got around to playing it much. Now when I try to play it, the game always freezes up sometime during the first level. I had the cartridge stored in a nice enough place, not too hot/cold/h
Re:disadvantages of cartridges (Score:2, Insightful)
Besides, I prefer gameplay in my games
Re:disadvantages of cartridges (Score:1)
Re:disadvantages of cartridges (Score:2)
It wasn't but about 1 1/2 generations ago that pretty much EVERYONE used the in-game engine. Try Goldeneye, if you want an example from the N64... and the vast majority of earlier games, as well.
Re:disadvantages of cartridges (Score:4, Interesting)
Careful about that. I'm sure that we all have "fond" memories of hard to load carts from the 2600, and most notably, from the NES. I recently ressurected my old ColecoVision with VCS adapter, and though carts seem to be fairly durable, oxidation does happen on the contacts, and some games won't load at all. Carts are durable, sure, but don't believe for a minute they are indestructible.
Also, I think a lot of people have forgotten how genuninely bad load times used to be. I can remember playing the same game for hours on end on the C-64 not because I loved it, but because to boot up a new game would simply take too long. I remember having a fast load cartridge to help with the loading times was viewed as a nessesscity. I think the damn EA cube, pyramid, sphere logo is forever burned into my brain. Even on cart based systems (ColecoVision), you still often had to wait 10-15 seconds just to play the game.
HDD-based storage? (Score:1, Interesting)
Games load blazingly fast. It's actually frustrating sometimes, like with sports games where the controller config is shown during the "loading" screen. For us, the loading screen blinks on for about 5 seconds at a maximum.
HDD storage makes a bit more sense. I'd like to see a game do this:
On initial load
Re:HDD-based storage? (Score:4, Insightful)
Rob
Re:HDD-based storage? (Score:4, Insightful)
Resident Evil Outbreak has that option (Score:1)
Nintendo's strength (Score:5, Informative)
Loading times always were Nintendo's advantage: in the elder days of NES and SNES, were all other console makers used modules as well this they were doing as well as all others, but later on this changed.
I remember when the N64 came out that a lot of discussion went on as to why Nintendo held on to modules, instead of using discs like the Dreamcast and Playstation did which can hold MUCH more data than ROMs for a way smaller production costs.
Surely one reason for using modules were the almost non-existent load times, another was better copy protection. (Also, modules allow to extend the hardware of the main console, late SNES games sometimes feature coprocessors that were faster than the main processor... you can't do that with a disc).
Then with the GameCube Nintendo had to use discs as well, simply because of the way bigger capacity. But they did it good, IMHO: they are using their own propietary disc format which makes copying way harder than Sony's discs. And when you're playing games like Zelda: The Wild Wanker ;-) you'll also notice they managed to keep load times quite low compared to the Playstation 1/2. I was really impressed.
But not only the hardware is important here, good programming is well: I played Puzzle Bobble: Bust-A-Move yesterday (PS2) and was really annoyed how long this simple game loads. The way more complex Final Fantasy X and X-2 loads quite fast.
Re:Nintendo's strength (Score:4, Informative)
Re:Nintendo's strength (Score:2)
One of the keys to the fast load times on the Cube is the small disk. It's reduced data area significantly reduces the average seek time required to get from one point on the disk to another. The other is, as you mentioned, a lot of innovation and engineering going into predictive loading and similar techniques.
Yes... clever alignment of data comes to mind. I had to think of The Story of Mel [astrian.net] in the Jargon Files, where they describe a very clever alignment of code on ancient drum-memory.
Not a priority? (Score:1)
Long game load times? (Score:2, Insightful)
Re:Long game load times? (Score:2)
Re:Long game load times? (Score:1)
Re:Long game load times? (Score:2)
I don't know about the status of bypassing the 'license enforcement' in other countries however.
Re:Long game load times? (Score:1)
Some observations (Score:1)
GameCube load times (Score:2)
Re:GameCube load times (Score:2)
The doors not opening doesn't happen often. The door to the artifact temple takes a long time to open, but you're standing in an empty room so its not a big deal. The only other noticable time doors won't open right away is when you're in a connecting hallway and rush thru it really quickly (usually morph into a ball and use the boost repeatedly). The hallways exist to slow
Re:GameCube load times (Score:2)
I'm not sure I believe that. If they were there mostly for effect, then I'd be able to skip them after the loading is finished. Also, the elevator scenes in the other Metroid games don't take nearly as long.
The doors not opening doesn't happen often.
Does for me, and I don't rush around all that much. I don't think it's a problem with my GC; it's brand new.
Rob
Re:GameCube load times (Score:1)
Re:GameCube load times (Score:1)
Re:GameCube load times (Score:2)
Rob
Re:GameCube load times (Score:1)
Wth are you talking about? Load times in Metroid Prime are more-or-less the same as PS2 load times? Try playing RPGs on the PS2 and count how much time you waste waiting for the game to load every random battle. I don't know where you get the idea that Metroid Prime has long load times. The longest ones are arguably the elevator scenes, and thats largely to maintain the series's tradition of waiting the
Re:GameCube load times (Score:2)
RPGs are supposed to be slow-paced, and since the battle screen is usually separate from the exploration screen in console RPGs, it takes a few seconds to adjust anyway. Give me an example of a game that's actually like Metroid Prime.
I don't know where you get the idea that Metroid Prime has long load times.
Actually, the idea is that PS2 load times tend to be exaggerated. Beyond the getting
Re:GameCube load times (Score:2)
And "Loading" wouldn't have to pop up between each corridor. Do it the way FPSes like Half-Life or Halo do it.
Rob
Re:GameCube load times (Score:2)
I actually think that memory card save/load times are far more tolerable on the GC than on the PS2 (though as I made clear before, I've only played two games for the GC, so I'm hardly experienced). PS2 load times are often ridiculous in that respect (I think it has to do with the Magic Gate encryption, or perhaps just the sheer size of the saves).
Rob
On the other hand... (Score:1)
Halo for PC; Half-Life; Other games & distract (Score:4, Interesting)
Speaking of Half-Life, it was probably one of the first games that I saw to handle loading in an intelligent manner - everything's broken up into small chunks, so as you wander around you only see the loading message faintly for three or four seconds on a really slow computer, and on anything relatively modern half the time the game barely hitches. I hope Half-Life 2 has a similar system, or perhaps a method of streaming data as you wander around so there are no load times (although there hasn't been an FPS game that I'm aware of sporting zero load times, so maybe that's just not feasible yet).
One last example here: Nintendo games are the epitome of zero-load. I can't think of a single first/second party title I own for my Gamecube that has noticeable load times. (I have a small exception here for Metroid Prime - while *really* not that bad, I do find the small hallways you run through to be slown down while the next room loads kind of annoying, especially once you get an ability to cross the room faster and you wind up sitting there waiting for the door to the next area to open). From my understanding this is due to the proprietary disc format that Nintendo has selected; one of the advantages to a smaller disc is that you can spin it faster before the forces at work tear the disc apart, which means you can load more faster. Many of the third-party titles I've played are obnoxious in loading, however, and really makes me think that too many people don't give enough thought to load times or how best to optimize a given title for the platform it runs on.
Lastly, I think we need to think about other aspects of the game that are annoying - for example, saving. Usually a manual thing, and in some games horribly obnoxious to do, requiring much digging through menus and confirming overwriting of our previous saved game. Hello?!? Most of the time, yes, I want to overwrite the previous saved game. Is the problem avoiding overwriting your kid brother's saved game? Fine, then let me create as many profiles/saved game files as I want and have three save files inside of that - easy. If the problem is you want people to think before they erase saved games they want to archive, then perhaps there should be two or three "archive" points and one quicksave point where it doesn't confirm (along with the ability to archive the quicksave point of course.) I think alternate styles of saving beyond the standard "checkpoint" would also be a good thing (the ability in PoP to rewind time, while not exactly saving, is a good example of this). What about the corporate logos at the beginning of the game that can't be skipped? While I realize that there's almost no chance that they'll go away, what ifthe game instantly loaded your previous saved game and showed you the logos when you enter the game? (This would also mean missing out on neato main menus and title music, so maybe this wouldn't go far).
Re:Halo for PC; Half-Life; Other games & distr (Score:2)
I've managed to cut down the load times with my new SATA RAID0 stripe to seconds, because I had that choice. But if console gamers want the same performance as a real computer, un
Re:Halo for PC; Half-Life; Other games & distr (Score:2)
Yes, of course a PC will be faster - it has a hard drive for chrissakes, that's already about ten times faster then anything most consoles have
Re:Halo for PC; Half-Life; Other games & distr (Score:2)
But yes, on the PC, the quicksave is the way to go.
Re:Halo for PC; Half-Life; Other games & distr (Score:2)
You know, after I wrote that post I kind of thought about it... I was thinking "It's probably somebody in management's fault." I figured it was more the publisher (EA or Eidos or whomever), but Sony/MS/Nintendo makes an equal amount of sense.
Early in the project, we have to decide if it's worth dropping that extra creature or graphical effect to free up the programmer time to make the l
Dungeon Siege (Score:4, Interesting)
GameCube load times (Score:2, Informative)
Re:GameCube load times (Score:2)
Nameless Acclaim Motorcycle Game (Score:2)
Re:Nameless Acclaim Motorcycle Game (Score:2)
Learn a lesson from Consoles? (Score:2)
SSX3 streams in the ski slopes as it goes on the most part, it is possible to ski for a full 45 minutes, from the top of the highest peak all the way to the bottom of the beginner peak. No load waits inbetween. (There are small loads when restarting events, or doing anything that involves a sudden jump of location rather than ski-ing form point to point)
I dont know how much memory a PS2 has, but it can be nowhere near th
Loading (Score:2, Redundant)
Unless my memory is failing me, isn't it Namco's [1] [namco.com] [2] [wikipedia.org] Ridge Racer [mobygames.com] (or it's sequent title Revolution) which boasts a game of Galaxian while the game loads? And as a little bonus, killing all the invaders before the timer runs out gives the player a choice of nine cars, instead of four, when comes the vehicule selection. Ah, the old times -- you couldn't even save your game, I think. That was truely an arcade game.
I think that what was a pretty good idea back then could even be welcome nowadays; after a
Re:Loading (Score:2)
The funny thing about the Galaxians game was that it just BARELY gave you enough time to kill the group before they escaped. More than once I've seen someone reset the PSX to give it another shot rather than just start with the default cars, which is probably the most amusing perversion of loadtime I've ever seen.
Memory mapping (Score:5, Informative)
This was back when Pentiums and Windows 98 were the norm, so that was our target. We were mostly loading 2D graphics and sound effects. Enough that it could take anything from 20 to 60 seconds to load the next level -- quite unacceptable.
We did two things to improve loading time. The first was to reduce the perceived loading time -- instead of just a static picture, we changed the screen to be a rendered animation of the main character walking towards the next level. The animation frames were driven by the internal loading progress, so he walked rather haltingly, but it was effective.
The second was to use memory-mapped files. We put each level's files into a single, uncompressed, indexed file (a simple idea used, at the time, by Id's games) -- each a hundred megs or so -- and I then modified the code to map the level file into memory, and let each object (sound effect, animation frame, etc.) merely set its internal pointer to somewhere within the mapped region. In short: We handed the entire task of loading to the operating system. The load time was now near-instantaneous.
What really surprised me was how little impact this had on overall performance -- we had hundreds of animation objects on screen and lots of layered sound effects, and the frame rate hardly budged. For the first second or two, as each object access triggered a page fault, the frame rate would crawl a little, but we quickly solved that by pre-loading the largest and most commonly used objects.
The speed of memory mapping was particularly surprising considering it was Windows 98, not particularly well known for its sturdy virtual memory manager.
I'm sure memory mapping is a popular technology among game developers. More recent 3D games probably have their own, specialized VM systems. Far Cry, in particular, is impressive in the way it leads the player through huge (by current standards) landscapes, with no perceptible loading pauses.
I wonder (Score:3, Interesting)
Most of the system cartridges we have seen are more than large enough to house a minidisc. Why take the best of both worlds, critical game data could be held on the cartridge (or even like, the first bit of every level), with the remainder on the disc.
Re:I wonder (Score:2)
Re:I wonder (Score:2)
Playstation Re-releases of old Square RPGs (Score:2, Insightful)
But when Final Fantasy Origins [gamespot.com] came out it was a different story. They made more improvements this time around including better graphics. Th
On a Lighter Note..... (Score:2, Funny)
Xbox (Score:2)
Unreal 2 (Score:2)
I actually enjoyed the game (please don't shoot me), but having to go through that everytime I "quick-loaded" finally wore out my p
Re:Unreal 2 (Score:2)
I remember the first time I crossed the bridge in GTA3 and it paused for about half a moment and then got on with the next bit of the game. That was cool. After that it started getting on my nerves when games had to load the next level, reaching it's peak with Deus Ex IW's insanity where the levels are about 3 feet across and loading times are 30-40 seconds. At least the levels in SS2 took you a
usually I like load times (Score:2)
Re:False assumptions. (Score:2)
Proof? Enter the Matrix. This game was a bug-ridden piece of garbage, and in my opinion the load times for the ps2 version were excessive. There's no way his game should have made it past the Nintendo/Sony/Microsoft QA department, but because each company was terrified of the prospect of the gam