History Main / LoadsAndLoadsOfLoading

25th May '16 1:42:30 AM erforce
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* Criterion did their best to cut down on loading screens in ''VideoGame/BurnoutParadise'', and for the most part, they were successful, however, what the game has instead is Loads and Loads of Microloading, which is to say, every time you pause the game or check the map, there is a small but noticeable delay. This is not great for compulsive map checkers. However the ten-plus second delay going from car to car in the junkyard before it actually appears on screen is annoying as heck. This was ostensibly an attempt to combat ''VideoGame/{{Burnout}} Revenge''[='=]s loading times. At least on 360, it suffered from its own 30-45 second load screens each time you had to load a course, even if you restart a race.

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* Criterion did their best to cut down on loading screens in ''VideoGame/BurnoutParadise'', and for the most part, they were successful, however, what the game has instead is Loads and Loads of Microloading, which is to say, every time you pause the game or check the map, there is a small but noticeable delay. This is not great for compulsive map checkers. However the ten-plus second delay going from car to car in the junkyard before it actually appears on screen is annoying as heck. This was ostensibly an attempt to combat ''VideoGame/{{Burnout}} Revenge''[='=]s ''VideoGame/BurnoutRevenge''[='=]s loading times. At least on 360, it suffered from its own 30-45 second load screens each time you had to load a course, even if you restart a race.
22nd May '16 3:43:38 PM nombretomado
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** PSP has a option to speed up the loads time. Some games runs BETTER on the PSP. A good example is Bomberman Fantasy Race, who has SLOW load times on PS3 and very short load times on the PSP.

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** PSP has a option to speed up the loads time. Some games runs BETTER on the PSP. A good example is Bomberman Fantasy Race, who has SLOW load times on PS3 [=PS3=] and very short load times on the PSP.



* The initial PS3 version of ''VideoGame/{{Bayonetta}}'' was horrendous with loading, including the ''pause screen'' taking about five seconds to load. Fortunately, there's a title update out that allows users to install the game on the PS3's hard disk, putting the load times on par with the Xbox version. However, the update itself takes about an hour to install...
* ''VideoGame/FistOfTheNorthStarKensRage'' suffered noticeably [[PortingDisaster in its conversion from the PS3 to the Xbox 360]]: Going by [[http://www.youtube.com/watch?v=m9k03WEBSIc this comparison video]], the combined loading time it takes for the level (and in-between cutscenes and menus) to load off the DVD drive on a 360 is a whopping 44 seconds, and ''over a minute'' with the DLC (just under ten times the amount of loading for the PS3 version). The second game was so bad about this, that the developer quickly released a patch that ''significantly'' cut loading times down.

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* The initial PS3 [=PS3=] version of ''VideoGame/{{Bayonetta}}'' was horrendous with loading, including the ''pause screen'' taking about five seconds to load. Fortunately, there's a title update out that allows users to install the game on the PS3's [=PS3=]'s hard disk, putting the load times on par with the Xbox version. However, the update itself takes about an hour to install...
* ''VideoGame/FistOfTheNorthStarKensRage'' suffered noticeably [[PortingDisaster in its conversion from the PS3 to the Xbox 360]]: Going by [[http://www.youtube.com/watch?v=m9k03WEBSIc this comparison video]], the combined loading time it takes for the level (and in-between cutscenes and menus) to load off the DVD drive on a 360 is a whopping 44 seconds, and ''over a minute'' with the DLC (just under ten times the amount of loading for the PS3 [=PS3=] version). The second game was so bad about this, that the developer quickly released a patch that ''significantly'' cut loading times down.



* The [=PlayStation=] 2 version of ''VideoGame/SoldierOfFortune'', like many other aformentioned PC-to-console ports, divides the PC levels into sublevels with loading points.

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* The [=PlayStation=] 2 version of ''VideoGame/SoldierOfFortune'', like many other aformentioned aforementioned PC-to-console ports, divides the PC levels into sublevels with loading points.



* ''VideoGame/DukeNukemForever'' has colossal loading times on the Xbox 360 and PS3, presumably due to poor optimization. On PC's, though, the loading is relatively quick.

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* ''VideoGame/DukeNukemForever'' has colossal loading times on the Xbox 360 and PS3, [=PS3=], presumably due to poor optimization. On PC's, though, the loading is relatively quick.



* ''VideoGame/OdinSphere'' makes great use of large, beautifully hand-drawn sprites, but this causes stages to load slowly. The most annoying example is the Pooka Village - if one wants to visit both restaurants, one will have to wait through the loading screen for the village, the café, the village again, the restaurant, and the village one last time. And that's if one already has all the ingredients needed to make some food. This was alleviated in the European release of the game, which had very minimal load times. Playing on a backwards-compatible PS3 takes a huge chunk out too, as well as alleviating some of the slowdown during certain battles.

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* ''VideoGame/OdinSphere'' makes great use of large, beautifully hand-drawn sprites, but this causes stages to load slowly. The most annoying example is the Pooka Village - if one wants to visit both restaurants, one will have to wait through the loading screen for the village, the café, the village again, the restaurant, and the village one last time. And that's if one already has all the ingredients needed to make some food. This was alleviated in the European release of the game, which had very minimal load times. Playing on a backwards-compatible PS3 [=PS3=] takes a huge chunk out too, as well as alleviating some of the slowdown during certain battles.



* PS3 Photography Sim game ''Afrika'' takes almost 2 minutes to load and save its '''370 megabyte''' save file. It almost makes you glad save points are rare in that game.

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* PS3 [=PS3=] Photography Sim game ''Afrika'' takes almost 2 minutes to load and save its '''370 megabyte''' save file. It almost makes you glad save points are rare in that game.



** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' has a combined ''twenty-one minutes'' of watching Snake smoke. And this doesn't include the load times between stages, either. Once it's subverted, though - when the game starts loading [[spoiler: a completely different game]]. With a patch, you can install the entire game but although you no longer have to install each act separately, the hard drive space taken is almost 10GB. Though this is probably why the game initially only let you install each act separately since initial ps3 models only had 40GB of hard drive space max and even with the patch, the game still gives you the option to install separately if you want.

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** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' has a combined ''twenty-one minutes'' of watching Snake smoke. And this doesn't include the load times between stages, either. Once it's subverted, though - when the game starts loading [[spoiler: a completely different game]]. With a patch, you can install the entire game but although you no longer have to install each act separately, the hard drive space taken is almost 10GB. Though this is probably why the game initially only let you install each act separately since initial ps3 [=PS3=] models only had 40GB of hard drive space max and even with the patch, the game still gives you the option to install separately if you want.



** Again became relevant with the releases of ''Outbreak'' and ''File #2''. With a PS2 HDD, one could shorten the loading times considerably so Capcom forced HDD players to play at DVD speeds when they were in mixed rooms. However, when PS3 users using backwards compatibility played with PS2 users, they could easily load the next rooms faster and so often took all the quality items before the PS2 players could even enter the room.

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** Again became relevant with the releases of ''Outbreak'' and ''File #2''. With a PS2 HDD, one could shorten the loading times considerably so Capcom forced HDD players to play at DVD speeds when they were in mixed rooms. However, when PS3 [=PS3=] users using backwards compatibility played with PS2 users, they could easily load the next rooms faster and so often took all the quality items before the PS2 players could even enter the room.



* ''VideoGame/PlaystationHome'', the PS3's virtual-world, ProductPlacement-heavy timewaster is made up of a lot of small areas. Each of them has to be loaded individually, taking 30 seconds to a minute even if it's already cached to your hard drive. This is followed by Loads and Loads of DynamicLoading as peoples avatars download and pop-in and videos on screens ([[ProductPlacement invariably also ads]]) buffer for playback.

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* ''VideoGame/PlaystationHome'', the PS3's [=PS3=]'s virtual-world, ProductPlacement-heavy timewaster is made up of a lot of small areas. Each of them has to be loaded individually, taking 30 seconds to a minute even if it's already cached to your hard drive. This is followed by Loads and Loads of DynamicLoading as peoples avatars download and pop-in and videos on screens ([[ProductPlacement invariably also ads]]) buffer for playback.



* The UsefulNotes/PlayStation3 inherited this feature, with some games requiring an install time of 20 minutes or more the first time you play them. In this case, it's because the Blu-Ray discs are very data heavy (more specifically, the PS3's Blu-ray Disc drive operates at approximately 9 MB/s, while the Xbox 360's DVD drive reaches 15.85 MB/s, seriously compromising performance of multiplatform titles on the former, and furthermore, game developers have declared that the 360 drive's data transfer speed is already low for their needs...), and therefore take longer to access. In an effort to prevent long loading sections, the games are installed to the hard drive, or pre-loaded. Then games like Uncharted 2 come along and just blow that out of the water (it doesn't install at all, and has no loading time after you start playing).

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* The UsefulNotes/PlayStation3 inherited this feature, with some games requiring an install time of 20 minutes or more the first time you play them. In this case, it's because the Blu-Ray discs are very data heavy (more specifically, the PS3's [=PS3=]'s Blu-ray Disc drive operates at approximately 9 MB/s, while the Xbox 360's DVD drive reaches 15.85 MB/s, seriously compromising performance of multiplatform titles on the former, and furthermore, game developers have declared that the 360 drive's data transfer speed is already low for their needs...), and therefore take longer to access. In an effort to prevent long loading sections, the games are installed to the hard drive, or pre-loaded. Then games like Uncharted 2 come along and just blow that out of the water (it doesn't install at all, and has no loading time after you start playing).
20th May '16 1:31:30 PM CynicalBastardo
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** This problem goes as far back as ''Smackdown 2: Know Your Role'' for the original PS1. The loading screens for thirty second cutscenes were over a minute long, sometimes even longer.
10th May '16 6:27:13 PM Metalhead14
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* The UsefulNotes/PlayStation3 and UsefulNotes/Xbox360 versions of VideoGame/MiddleEarthShadowOfMordor, due to being ran on less powerful hardware, have ''insanely'' long load times ranging from 10 to 15 seconds every time the player exits the pause menu, transitions missions, dies, reloads a save slot, and even ''between cutscenes''.

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* The UsefulNotes/PlayStation3 and UsefulNotes/Xbox360 versions of VideoGame/MiddleEarthShadowOfMordor, ''VideoGame/MiddleEarthShadowOfMordor'', due to being ran on less powerful hardware, have ''insanely'' long load times ranging from 10 to 15 seconds every time the player exits the pause menu, transitions missions, dies, reloads a save slot, and even ''between cutscenes''.
10th May '16 6:26:38 PM Metalhead14
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Added DiffLines:

* The UsefulNotes/PlayStation3 and UsefulNotes/Xbox360 versions of VideoGame/MiddleEarthShadowOfMordor, due to being ran on less powerful hardware, have ''insanely'' long load times ranging from 10 to 15 seconds every time the player exits the pause menu, transitions missions, dies, reloads a save slot, and even ''between cutscenes''.
9th May '16 11:34:23 AM Kadorhal
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** ''VideoGame/{{Portal 2}}'' has an insane amount of loading screens, especially during the first part of the game, where every short level is intersected by a loading screen that takes, in some cases, as long or longer to load than the last level took to solve. If you are very quick to solve puzzles or are going for a SpeedRun, you will spend more time in loading screens than you are in solving puzzles. At one point, there's an IFellForHours moment, where you fall down to Old Aperture, but it actually only lasts 20 seconds or so and it's preceded and followed by 15 second loading screens. Yes, the loading is 1.33 times as long as the falling.

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** ''VideoGame/{{Portal 2}}'' has an insane amount of loading screens, especially during the first part of the game, where every short level is intersected by a loading screen that takes, in some cases, as long or longer to load than the last level took to solve. If you are very quick to solve puzzles or are going for a SpeedRun, you will spend more time in loading screens than you are in solving puzzles. At one point, there's an IFellForHours moment, where you fall down to Old Aperture, but it actually only lasts 20 seconds or so and it's preceded and followed by 15 second loading screens. Yes, the loading is 1.33 5 times as long as the falling.
9th May '16 8:42:56 AM Someoneman
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* ''VideoGame/FiveNightsAtFreddysWorld'' has loading screens whenever you close a menu or exit a shop. Inexplicably, there are no loading screens when opening the menus of enter a shop.
6th May '16 5:43:20 PM nombretomado
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* Traveling from area to area in [[GaiaOnline zOMG!]] produces incredibly long loading periods if you have an older computer or a slow internet connection. A somewhat related problem that's no less aggravating is the fact that the lag spikes occasionally get so bad they border on GameBreaker territory. A meme with a limited amount of traction in the playerbase is stating something to the effect of the omnipresent lag monster eating the server or demanding human sacrifices.

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* Traveling from area to area in [[GaiaOnline zOMG!]] ''[[Website/GaiaOnline zOMG!]]'' produces incredibly long loading periods if you have an older computer or a slow internet connection. A somewhat related problem that's no less aggravating is the fact that the lag spikes occasionally get so bad they border on GameBreaker territory. A meme with a limited amount of traction in the playerbase is stating something to the effect of the omnipresent lag monster eating the server or demanding human sacrifices.
4th May '16 7:15:57 PM Gingerkitteh
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** ''VideoGame/SimCity 2013'' took this trope to '''absurd''' extremes. The [[{{DRM}} servers the game relied on]] could not hold the strain of all the players. This caused many issues, the most glaring being the ''half hour or longer'' wait times just to connect. The this is also before the in game loading screens, which also could be time consuming as well.

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** ''VideoGame/SimCity 2013'' took this trope to '''absurd''' extremes. The [[{{DRM}} servers the game relied on]] could not hold the strain of all the players. This caused many issues, the most glaring being the ''half hour or longer'' wait times just to connect. The this This is also before the in game loading screens, which also could be time consuming as well.
4th May '16 6:42:54 PM Gingerkitteh
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* Load times for cartridge-programmed games are an ''extremely'' complicated issue. Cartridges work, in theory, by allowing the system to access data near-instantly (as fast as electricity can travel through the solid-state ROM chips used to store the game data). Though some consoles like the N64 used slow rom which means AND that the CPU didn't have access to the ROM directly. Which mean it can only stream items that don't require fast memory, like sound or animation and load everything else in RAM. The problem is that solid-state memory is not nearly as fast as dynamic RAM (except for the NES, SNES, TurboGrafx16, and GBA), so most of the time, the CPU can't work with it - it has to run off of program code stored in RAM. Moving data from solid-state to RAM takes time, and while it's not nearly as bad as long disc-based load times, it can add up... especially on the GBA, which has cartridges storing up to 32 megabytes (''Mother3''), for a system that only has 256 ''kilo''bytes of RAM. Decompression times can also bottle neck graphics like:

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* Load times for cartridge-programmed games are an ''extremely'' complicated issue. Cartridges work, in theory, by allowing the system to access data near-instantly (as fast as electricity can travel through the solid-state ROM chips used to store the game data). Though some consoles like the N64 used slow rom which means AND that the CPU didn't have access to the ROM directly. Which mean it directly: It can only stream items that don't require fast memory, like sound or animation and load everything else in RAM. The problem is that solid-state memory is not nearly as fast as dynamic RAM (except for the NES, SNES, TurboGrafx16, and GBA), so most of the time, the CPU can't work with it - it has to run off of program code stored in RAM. Moving data from solid-state to RAM takes time, and while it's not nearly as bad as long disc-based load times, it can add up... especially on the GBA, which has cartridges storing up to 32 megabytes (''Mother3''), for a system that only has 256 ''kilo''bytes of RAM. Decompression times can also bottle neck graphics like:
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