Tulipanzo
Member
It's at the 15.17 mark, I tried to get it to work lol. It's a screen transition as he enters the level, not a straight-up loading screen.I still can't see it :/
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It's at the 15.17 mark, I tried to get it to work lol. It's a screen transition as he enters the level, not a straight-up loading screen.I still can't see it :/
To further expand on this concept, would it be possible if a game settled on a visual level of late PS3 generation at 1080PI think it is possible, but As we push the possibility to make it happen, we are at the same time pushing it further away.
I believe if we were loading a game with PS2/3 assets and worlds, then load screens would be 100% non existent and would be closer to cartridge days. At the same time, because the assets are getting larger and larger, even the bigger bandwidth get's eventually filled; but there are other limitations now. We have GPU and CPU Rendering.
TLDR No, I dont think the idea is dead, but I feel as we continue to push higher fidelity, we will find other bottlenecks that prevent that instant loading we want.
Even N64 had loading screens.
Example
If we made PS2-level games, we could just afford to use 5GB of RAM to hold the whole static data (and still have plenty left for the dynamic data). No loading outside of initial start up!I believe if we were loading a game with PS2
Even N64 had loading screens.
Example
I think that was the developers problem. A nicely tuned game on N64 had almost no loading screens.
That was very rare, and it was used for decompressing data. Otherwise loading isn't a thing with ROMs since there is instant access to every single byte.
The Animation where the bot gets digitized is technically a loading screen masked as a animation and then when he flies through those sci-fi gates, it's just a loading screen that presents itself as gameplay.
I still can't see itIt's at the 15.17 mark, I tried to get it to work lol. It's a screen transition as he enters the level, not a straight-up loading screen.
I still can't see it
At the 15.17 mark is Tsushima too.
I put the YT Video into spoiler tags as to not blow up this page with more videos.
It should be time stamped at 5:18 where the Bot begins to fly in the air, that's when the "masked loading screen" begins because the game knows "He entered the Level Change animation and cannot go back. He will load into that level no matter what so I better start loading it!!" and it's technically loading until I think roughly 5:26. Loading finishes once the level comes into view. The rest of the animation can be there for aesthetics, consistency or to finish loading data that's not immediately in view but I would consider the loading screen to be over once the "Landing in World" animation begins to play. I hope that clears it up for the Astrobots Video!
Finally lmao. Don't know how I kept missing that. It's very obvious too.
After watching Geoffs reveal of the controller today and seeing the demo of Astrobots Playground, is the dream of no load screens dead before it happened?
Its obvious and takes 6-8 seconds before the game launches (in the best case scenario.)
If they can’t get it right on prerecorded and scripted demos, what chance does real world games have?
Do you actually believe loading screens will be gone, or are they always going to be a problem we have to deal with?
Yeah, loading screens are great, that's why everyone is expecting them to disappearActually i like loading screens if they are not too long. In AC Odyssey those hints helped a lot.
Dualsense moments.Instead of loading screens they’ll call them loading transitions.
Ratchet and Clank loaded entire maps/worlds with complex physics, animations and huge draw distances in 2 seconds. Astro Bot appeared to load a comparatively small map in 7 seconds.
Why is this thread a thing? If R&C can do the aforementioned then it shows that it is possible. If it is possible then the Astro Bot scenario is either poor optimization or it's artistic license. At what point do you draw the line? If a next gen game has an elevator in it, and you're traveling from the 1st to 52nd floor and it doesn't happen in 0.1 seconds, does that mean that loading screens are dead? NO! Traveling from the 1st to 52nd floor shouldn't take 0.1 seconds, it should take a substantially longer amount of time.
We have seen PS5 load entire levels in 2 seconds. That means it can be done. That means that this thread serves no purpose but to spread FUD.
Let's try to unpack a few things here.The transition itself is 7 seconds at most (as OP said), so good try lying to try and make a point.
It's long enough to be noticed, but not long enough to be boring, which is why it's perfectly reasonable to believe it's a lengthened transition. This holds doubly true when we've seen shorter transitions on more intense games.
Every dev just needs to ask Sucker Punch how they made loading across the map so fast in GoT. This HDD from 2012 is loading this game faster than my PC with an SDD loads TW3.
Doing basic maths with the base 2.4gb/s of XSX, and the fact that you have to fill RAM to load, it won't be more than 5 seconds on the worst case scenario. That is even without compression.Even if no loading screens idea is dead, surely we won't be getting loading screens >10 seconds or so? I can live with that.
Don't know about TLOU2 but TLOU on PS3 had no loading after the initial one.I still wonder how TloU2 did it. The initial load time is long but after that the loading screens are super short and soetimes after dying several times at the same spot it takes you back instantly. What did they do to achieve that kind of loading times on a PS4pro with the stock HDD.
Usually if you die in a game with that graphics caliber you wait like a minute in a loading screen.
so clearly its about software optimization. Sure this only works in TloU because you spawn near your death spot, but thats what most loading times are.
Give it some time and devs will have figured out loading with SSD's.
Yes, they could have easily masked that loading with a bit more dev time by starting loading the level in the background as soon as you enter that room.Just an assumption, but isn’t loading a whole game a bit different than transition between levels (as in ratchet)? Point is that these two things shouldnt be compared 1:1.
But seriously, transitions need to be there.
What you are assuming is the whole transition is needed to hide loading, while in reality it also serves the purpose of giving the sense of "travelling through a PS5". Were the transition just a couple seconds long, it'd look like you never traveled at all, and this is something Cerny directly referenced in its og talk.
We've seen other transitions lasting 1,5s anyway, so this is a rather silly concern.
Edit: In R&C, transition length again reflects function, as portals need to give the player time to expect the unexpected, while being quick enough to not affect the action-game pacing.
Even N64 had loading screens.
Example
PS2, Emotion Engine and faster data transfer than PCs: still outpowered by Xbox and GC and couldn't play some gamesI remember how so many users on GAF were trying to convince others that PS5 will have no loading lol. The worst part is all these comments from devs that kept saying how loading screens would just go away. People always fall for these things at the beginning of every new console generation. PS5's SSD is only on DDR2 level and how people thought it was gonna make loading screens completely disappear still blows my mind.
PS2, Emotion Engine and faster data transfer than PCs: still outpowered by Xbox and GC and couldn't play some games
PS3, Cell Processor: still outperformed by X360
PS4, Don't know what the secret sauce was supposed to but at least it outperformed XB1
Pro, 8tflops and 4K gaming, doesn't even reach it. Eventually outperformed by X1X
Is the SSD another one of those narrative?
Gotta be honest Sony aren't the only ones with these marketing narratives but holy shit are they so aggressive with it, you'd think they have some alien technology powering their consoles but it ends up litterally just another console or even inferior in some ways.
On multiplats. A lot of games ran horribly on PS3 and developing for it was a nightmare.Ps3 outperformed by 360? When?
Only in like 99% of the games.Ps3 outperformed by 360? When?