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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
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Speculation on loading time
OK, so one of the things you're bound to notice when watching the in-game footage is that the loading time for the single-player mission is so incredibly short. First I thought this had to do with the computer being high-end, the loading sequence recording being fast-forwarded and/or the game being incomplete (thus without lots of time-consuming features to load), and undoubtedly it greatly has to do with that, but then I got to thinking: Are there memory-saving features in Silent Hunter 4 that reduces loading time? My speculations are listed as such:
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#2 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
Downloads: 51
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That would bve interesting. Over even if they do the "load on the go", only have the computer generate shipping in something like a 500 mile radius instead of the entire world. That would save alot in the load time and in cpu calculations.
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#3 |
Watch
![]() Join Date: Nov 2006
Location: Minneapolis, MN - USA
Posts: 20
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If loading time is too short, then I won't have enough time to go mix my cocktail!
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![]() "A ship is always referred to as "she" because it costs so much to keep one in paint and powder." -Fleet Admiral Chester W. Nimitz, USN |
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#4 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
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Hmm, there's a point. Who wants me to make a "Longer Loading Time Mini-Mod" that'll increase it to SHIII standards?
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#5 |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
Posts: 5,966
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It would be the most unused mod ever for a game!:hmm:
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#6 |
Ocean Warrior
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Agree, maybe the loading time is short because this is WIP, and also the fact that ubisoft is using high-end rigs.. There could also be some mem-saving ding-dongs developed specificly for SHIV.
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#7 | |
A-ganger
![]() Join Date: Sep 2002
Location: Germany, Niedersachsen
Posts: 72
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![]() Quote:
In the real and dynamic Campaign you have the WHOLE World!!!
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#8 |
Commodore
![]() Join Date: May 2006
Location: That lil island above france
Posts: 601
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Yeah the 15 maps are probably just 15 missions which have nothing to do with the main campaign, Just like SH3 had.
its been confirmed that the whole world will be the map in SH4. ![]()
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#9 |
Admiral
![]() Join Date: May 2005
Location: Berlin
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I am programming applications that use huge geospatial data myself, and splitting / organizing data is an absolute must with this kind of data. From that point of view, the 15 maps make more sense. Maybe SHIII was loading the whole campaign data for every mission instead of clipping objects along a simple rectangle which describes the "active world".
Some other observations which might explain the better loading times: Did you ever wonder why SHIII took 2-3 minutes loading data just to show the main menu, ot to switch to the museum? SHIII would "boot" the whole engine for the main menu, museum and then do it again for the mission, which is of course not efficient. Discarding all data and the starting over with sth like Application.Inititialize() is a common solution you can fall back to when you run out of time during development, because it is very easy to implement. Reading/parsing the mostly text based data files ate up loads of times, so maybe they have a binary format now. In general, loading / engine initialization seemed badly implemented in SHIII. So they probably had lots of opportunities for improving load times. Just look at the strange savegame system and the 80's style organization of the crew management file for some other examples where they had room for improvement. I am glad it's loading faster now, but hopefully this doesn't mean the data is now all binary - this would suck for modifications! GE
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