History Main / DynamicLoading

24th Jun '16 10:28:34 PM wolftickets1969
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* ''VideoGame/{{Fallout 4}}'', when taking an elevator between areas that would otherwise require a LoadingScreen, utilizes dynamic loading in its place. The larger the cell being entered, the longer the elevator ride, especially when going from interior to exterior.
3rd Jun '16 10:01:10 AM nombretomado
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** ''VideoGame/GrandTheftAutoSanAndreas'' streamed the entire game world on the fly, which was several times larger than Liberty City or Vice City. In doing this it put a lot of strain on the PS2's already fragile DVD laser and was the death of many a console.

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** ''VideoGame/GrandTheftAutoSanAndreas'' streamed the entire game world on the fly, which was several times larger than Liberty City or Vice City. In doing this it put a lot of strain on the PS2's [=PS2=]'s already fragile DVD laser and was the death of many a console.
28th May '16 9:41:15 PM nombretomado
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* After the PS1 port of ''Blood Omen'' suffered from LoadsAndLoadsOfLoading, Crystal Dynamics took a different approach to ''VideoGame/LegacyOfKain: Soul Reaver'' by streaming the entire game world as you played, loading new areas into memory as you opened doors and walked through long corridors. To give itself just enough time to load up the area behind the door, the game would conveniently present the door-opening cutscene from a high viewpoint to show as little of the unprepared area as possible. However, in the rare areas where the player can manage to move into a new area too quickly for the game to process, the game will halt the player's actions and display a screen which reads "streaming" until the area is loaded.

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* After the PS1 [=PS1=] port of ''Blood Omen'' suffered from LoadsAndLoadsOfLoading, Crystal Dynamics took a different approach to ''VideoGame/LegacyOfKain: Soul Reaver'' by streaming the entire game world as you played, loading new areas into memory as you opened doors and walked through long corridors. To give itself just enough time to load up the area behind the door, the game would conveniently present the door-opening cutscene from a high viewpoint to show as little of the unprepared area as possible. However, in the rare areas where the player can manage to move into a new area too quickly for the game to process, the game will halt the player's actions and display a screen which reads "streaming" until the area is loaded.
25th May '16 2:29:00 AM erforce
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* ''{{Burnout}} Paradise'' uses dynamic loading, very noticeable when choosing a car at the junkyard (whenever you select a car, an off-screen crane drops it on the road, about 10 seconds after you asked for it). For better or worse, this also means there is no ability to "teleport", which means if you're in the middle of the race and want to restart it, you have to quit the race, and drive back to the start.

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* ''{{Burnout}} Paradise'' ''VideoGame/BurnoutParadise'' uses dynamic loading, very noticeable when choosing a car at the junkyard (whenever you select a car, an off-screen crane drops it on the road, about 10 seconds after you asked for it). For better or worse, this also means there is no ability to "teleport", which means if you're in the middle of the race and want to restart it, you have to quit the race, and drive back to the start.
21st May '16 9:18:32 PM nombretomado
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In the days of cartridge-based games, the time to load information was on the order of milliseconds; a blank screen for a couple of frames was sufficient. But data had to be decompressed before being run. While some games actually had load times (a few [[SuperNintendoEntertainmentSystem SNES]] games for example), as the size of games grew, larger storage was needed. And as is unfortunately the usual case for computers, larger storage is usually ''slower'' storage. But at least HDD is faster than optical media.

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In the days of cartridge-based games, the time to load information was on the order of milliseconds; a blank screen for a couple of frames was sufficient. But data had to be decompressed before being run. While some games actually had load times (a few [[SuperNintendoEntertainmentSystem [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] games for example), as the size of games grew, larger storage was needed. And as is unfortunately the usual case for computers, larger storage is usually ''slower'' storage. But at least HDD is faster than optical media.



* The console versions of ''VideoGame/{{Skullgirls}}'' have to stream the animation frames for characters in and out as they're needed, with the sprites occasionally looking derezzed when they fail to load fast enough. [[WordOfGod According to the developers]], the characters can only use 130 megabytes of memory on a PS3, and six characters can take up around 900 megabytes[[note]]This amounts to over ''7000 frames of animation''[[/note]]. The PC port does away with this and has all the sprites loaded at the start of the match.

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* The console versions of ''VideoGame/{{Skullgirls}}'' have to stream the animation frames for characters in and out as they're needed, with the sprites occasionally looking derezzed when they fail to load fast enough. [[WordOfGod According to the developers]], the characters can only use 130 megabytes of memory on a PS3, [=PS3=], and six characters can take up around 900 megabytes[[note]]This amounts to over ''7000 frames of animation''[[/note]]. The PC port does away with this and has all the sprites loaded at the start of the match.
20th May '16 4:20:22 PM nombretomado
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* The PlayStation game ''The Adventure of Little Ralph'', released only in Japan, has a feature reminiscent of ''Sonic the Hedgehog 3'': seamlessly interconnected levels. Once a player finishes a level, the game takes control of Ralph, moving him at a moderate speed, until the game data is loaded. Each level is connected through featureless corridors that match the decor of the next level.

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* The PlayStation UsefulNotes/PlayStation game ''The Adventure of Little Ralph'', released only in Japan, has a feature reminiscent of ''Sonic the Hedgehog 3'': seamlessly interconnected levels. Once a player finishes a level, the game takes control of Ralph, moving him at a moderate speed, until the game data is loaded. Each level is connected through featureless corridors that match the decor of the next level.



** When the high-definition remastered ''God of War Collection'' was released on one PlayStation3 Blu Ray disc, "outrunning the dynamic loading" became more common, leading to more frequent loading pauses.

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** When the high-definition remastered ''God of War Collection'' was released on one PlayStation3 UsefulNotes/PlayStation3 Blu Ray disc, "outrunning the dynamic loading" became more common, leading to more frequent loading pauses.



* ''VideoGame/MegaMan1'' game for NES was originally planned as a FamicomDiskSystem title. The boss's animation cels would load in the empty corridor before the boss's room. The loading (but not the corridors) was scrapped when the game was ported to a cartridge. In the later ''Mega Man'' games for the original PlayStation, the corridor still wasn't long enough to load all data needed for the boss from the CD, leading to eight-second "WARNING" delays in ''VideoGame/MegaManX 6''.

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* ''VideoGame/MegaMan1'' game for NES was originally planned as a FamicomDiskSystem title. The boss's animation cels would load in the empty corridor before the boss's room. The loading (but not the corridors) was scrapped when the game was ported to a cartridge. In the later ''Mega Man'' games for the original PlayStation, [=PlayStation=], the corridor still wasn't long enough to load all data needed for the boss from the CD, leading to eight-second "WARNING" delays in ''VideoGame/MegaManX 6''.
28th Apr '16 3:29:04 PM LucaEarlgrey
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* Many modern browsers will begin downloading a file as soon as the "open or save as" dialogue box or the file picker shows up, rather than only once you've confirmed that you want to open the file or save it to a particular path. If you take your sweet time deciding where to save your file and what filename to save it as, the file will likely be complete by the time the download progress bar appears.
25th Apr '16 7:06:50 AM siddimus
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21st Apr '16 8:59:59 AM MyFinalEdits
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* ''VideoGame/BatmanArkhamAsylum'' uses many of these tricks to keep loading stalls to a minimum. The larger outdoor areas are divided by simpler corridors, doors could open faster or slower depending on how much loading is left to be done for the room on the other side, and in the worst case if Bats runs fast enough in some places he'll outright stall for a second while the game halts to catch back up. He's also forcibly slowed to a stoic walk whenever receiving a radio conversation.
** This is repeated in ''VideoGame/BatmanArkhamCity''; however, with much more of the roaming being done by grapple-hooking between buildings, it becomes rather noticeable when the game freezes for a second as you zip into an unloaded area.
* An impressive feat for a fully 3D MMORPG first released in 1999, AsheronsCall does all of its loading transparently. Travelling via portal is the only loading screen you'll see in this game, and even the fact that it IS a loading screen isn't obvious. Simply running across the landscape, the content streams from the hard drive and servers as it's needed. Keep in mind this game was designed originally to run comfortably on dial up.

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* ''VideoGame/BatmanArkhamAsylum'' uses many of these tricks to keep loading stalls to a minimum. The larger outdoor areas are divided by simpler corridors, doors could open faster or slower depending on how much loading is left to be done for the room on the other side, and in the worst case if Bats runs fast enough in some places he'll outright stall for a second while the game halts to catch back up. He's also forcibly slowed to a stoic walk whenever receiving a radio conversation.
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conversation. This is repeated in ''VideoGame/BatmanArkhamCity''; however, with much more of the roaming being done by grapple-hooking between buildings, it becomes rather noticeable when the game freezes for a second as you zip into an unloaded area.
* An impressive feat for a fully 3D MMORPG first released in 1999, AsheronsCall ''VideoGame/AsheronsCall'' does all of its loading transparently. Travelling via portal is the only loading screen you'll see in this game, and even the fact that it IS a loading screen isn't obvious. Simply running across the landscape, the content streams from the hard drive and servers as it's needed. Keep in mind this game was designed originally to run comfortably on dial up.
21st Apr '16 6:41:08 AM siddimus
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* An impressive feat for a fully 3D MMORPG first released in 1999, AsheronsCall does all of its loading transparently. Travelling via portal is the only loading screen you'll see in this game, and even the fact that it IS a loading screen isn't obvious. Simply running across the landscape, the content streams from the hard drive and servers as it's needed. Keep in mind this game was designed originally to run comfortably on dial up.
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