History Main / LoadsAndLoadsOfLoading

24th Mar '17 7:15:53 PM nombretomado
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* ''Superman: Man of Steel'' for the ''UsefulNotes/{{Commodore 64}}'', something WebVideo/TheAngryVideoGameNerd got annoyed at when he reviewed the game for a few levels. Not to be confused with ''[[VideoGame/{{Superman64}} Superman]]'' for the ''{{Nintendo 64}}'', which was bad for other reasons.

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* ''Superman: Man of Steel'' for the ''UsefulNotes/{{Commodore 64}}'', something WebVideo/TheAngryVideoGameNerd got annoyed at when he reviewed the game for a few levels. Not to be confused with ''[[VideoGame/{{Superman64}} Superman]]'' for the ''{{Nintendo ''UsefulNotes/{{Nintendo 64}}'', which was bad for other reasons.
6th Mar '17 10:27:36 AM BeerBaron
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** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'': When the game first came out, loading times were absolutely abysmal on both the Xbox and PC versions. The overworld would take as long as three minutes to load and doing something as simple as running too fast could cause the game to grind to a halt. Thankfully, as technology has advanced in the decade plus since the game was released, this is now significantly less of an issue. Even a modern "off the shelf" PC can now play the game with loading times of less than a second. At times, the "Loading..." box at the bottom of the screen appears and disappears so quickly you barely notice it.



** Same goes for ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', including loading times for chunks of landscape.
28th Feb '17 10:27:05 AM Mineboot45
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** This trope was the inspiration behind the ''Commodore 64 GS'', a cartridge-based system that commodore made in 1989, since one of the taglines with which it was advertised was ''Super Fast Loading Times''. It flopped because it had the exact same graphical capabilities as a regular Commodore 64 and plenty of games for it were straight ports, which posed its own problems, such as the fact that the C64GS port of Ocean's ''The Terminator'' required the push of a button that was not implemented in the controller. A little later however and the above would be accomplished.

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** This trope was the inspiration behind the ''Commodore 64 GS'', a cartridge-based system that commodore made in 1989, since one of the taglines with which it was advertised was ''Super Fast Loading Times''. It flopped because it had the exact same graphical capabilities as a regular Commodore 64 and plenty of games for it were straight ports, which posed its own problems, such as the fact that the C64GS [=C64GS=] port of Ocean's ''The Terminator'' required the push of a button that was not implemented in the controller. A little later however and the above would be accomplished.
28th Feb '17 10:23:43 AM Mineboot45
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** HTML5-based interactive "walkaround" pages can take a ''long'' time to load, and slow down your browser to a crawl (and each room must be loaded separately and hogs a lot of memory; on slower computers, they all but break your computer a few rooms in.) Below a certain point, your best bet is to watch the Youtube video of the walkaround instead. Cascade's file size broke the 50MB marker, and while on a fibre connection it'll load well, imagine being on a T1-equivalent connection on the day that Hussie broke Newgrounds.

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** HTML5-based [=HTML5=]-based interactive "walkaround" pages can take a ''long'' time to load, and slow down your browser to a crawl (and each room must be loaded separately and hogs a lot of memory; on slower computers, they all but break your computer a few rooms in.) Below a certain point, your best bet is to watch the Youtube video of the walkaround instead. Cascade's file size broke the 50MB marker, and while on a fibre connection it'll load well, imagine being on a T1-equivalent connection on the day that Hussie broke Newgrounds.
18th Feb '17 4:37:28 AM StFan
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* ''VideoGame/{{Civilization}} V'' has this bad. On large or huge maps, it takes forever to load the map from the main menu, and the AI phases in between your turns are almost unbearable in the late game. Playing in "strategic mode," with a 2D hex grid helps a lot, though. This problem is most noticeable when you've moved all of your units, but the computer hasn't registered it yet, so it won't let you end your turn until you wait for about 30 to 45 seconds. Then, you have to wait for all of the computer players to move. With games that normally can take 10-20 hours, this gets frustrating.
** The chief reason why the endgame wait times can reach [[WebAnimation/ZeroPunctuation Biblical levels]] is due to how the game handles aircraft combat. Fortunately the problem can be alleviated greatly by enabling Quick Movement and Quick Combat, which makes the game just skip the animations respectively. Good for multiplayer, especially.
* The FallFromHeaven modification of Civilization IV can take almost an ''hour'' to load a single late-game turn on a large map, even with a fast computer. The culprit is Civ IV's infamously poorly optimized engine struggling to deal with potentially hundreds of units being summoned, killed and affected by spells.

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* ''VideoGame/{{Civilization}} ''VideoGame/{{Civilization}}'':
** ''Civilization
V'' has this bad. On large or huge maps, it takes forever to load the map from the main menu, and the AI phases in between your turns are almost unbearable in the late game. Playing in "strategic mode," with a 2D hex grid helps a lot, though. This problem is most noticeable when you've moved all of your units, but the computer hasn't registered it yet, so it won't let you end your turn until you wait for about 30 to 45 seconds. Then, you have to wait for all of the computer players to move. With games that normally can take 10-20 hours, this gets frustrating.
**
frustrating. The chief reason why the endgame wait times can reach [[WebAnimation/ZeroPunctuation Biblical levels]] is due to how the game handles aircraft combat. Fortunately the problem can be alleviated greatly by enabling Quick Movement and Quick Combat, which makes the game just skip the animations respectively. Good for multiplayer, especially.
* The FallFromHeaven ''VideoGame/FallFromHeaven'' modification of Civilization IV ''Civilization IV'' can take almost an ''hour'' to load a single late-game turn on a large map, even with a fast computer. The culprit is Civ IV's infamously poorly optimized engine struggling to deal with potentially hundreds of units being summoned, killed and affected by spells.
9th Feb '17 4:34:49 PM Drope
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[[DoorStopper down quickly]]. See also DynamicLoading, when loading sequences are performed "behind the scenes" and (hopefully) go unnoticed by the player.

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[[DoorStopper down quickly]]. See also DynamicLoading, when loading sequences are performed "behind the scenes" and (hopefully) go unnoticed by the player.
player. No relation with LoadsAndLoadsOfCharacters.
6th Feb '17 3:20:59 PM Kadorhal
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* ''VideoGame/CommandAndConquer: Generals'' had a loading bar before showing the main menu. Especially annoying when you wanted to quit the game, since you had to load it first. [[GoodBadBugs Or you could just hit Alt+F4]].

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* ''VideoGame/CommandAndConquer: Generals'' had a loading bar before showing the main menu. Especially annoying when you wanted to quit the game, since you had to load it first. [[GoodBadBugs Or you could just hit Alt+F4]].Alt+F4.
6th Feb '17 3:14:09 PM Kadorhal
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* This is the main reason ''VideoGame/{{Counter-Strike}}: Condition Zero'' is so reviled. ''Counter Strike'' had sensible load times, but the AI in ''Condition Zero'' required a lot of additional resources to be loaded into the server's (read: your computer's) memory. It would also tend to freeze up for long periods of time.

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* This is the main reason ''VideoGame/{{Counter-Strike}}: ''VideoGame/CounterStrike: Condition Zero'' is so reviled. ''Counter Strike'' had sensible load times, but the AI in ''Condition Zero'' required a lot of additional resources to be loaded into the server's (read: your computer's) memory. It would also tend to freeze up for long periods of time.



* FarCry 2, at least on consoles, features some serious loading times on startup or fast travel, although one can drive across the huge map normally [[DynamicLoading without encountering loads]]. Loading a save takes a considerable amount of time, rivaled only by the time it takes to SAVE a save in the first place. Players will also meet the feared "Loading screen that requires its own loading screen"

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* FarCry 2, ''VideoGame/FarCry2'', at least on consoles, features some serious loading times on startup or fast travel, although one can drive across the huge map normally [[DynamicLoading without encountering loads]]. Loading a save takes a considerable amount of time, rivaled only by the time it takes to SAVE a save in the first place. Players will also sometimes meet the feared "Loading screen that requires its own loading screen"screen".
** ''VideoGame/FarCry [[UpdatedRerelease Classic]]'' features this as well. The original PC game was famous for its wide-open areas with nary a loading screen between indoor and outdoor environments, but the 360/[=PS3=] port needs to cut certain areas of the game into chunks to fit onto the consoles' lesser memory, and even then the areas that had to be cut in this manner still tend to make the game crash.
23rd Jan '17 1:23:17 PM MyFinalEdits
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* The UsefulNotes/{{Xbox 360}} and [=PlayStation=] 3 ''VideoGame/SonicTheHedgehog2006'' games were notorious for huge numbers of loading times for almost everything - including menus, [[http://www.youtube.com/watch?v=VDtY4TxVo64 10 second long puzzles]] and ''single lines of dialogue, without voice acting''. ''...[[color:#ee1100:LOADING]]...'' The culprit appears to be the game loading things that did not need to be loaded - during the first fight with Silver, the game loads ''the entire city'', sans people and bridges, even though the actual fight takes place in an area the size of a city block[[note]]And just to ice the cake, boss fights involve ''two'' loading screens. One for a [[BossSubtitles 5-second in-engine cutscene of the boss showing off to the camera]], then again to load the actual boss fight. Everything we just said about loading the extraneous data ''applies to BOTH loading screens!''[[/note]] ''...[[color:#ee1100:LOADING]]...'' The loading times actually don't last ''that'' long (about 16 seconds on average), but there are TONS of them. ''...[[color:#ee1100:LOADING]]...'' One of those loading screens provides the page image.

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* The UsefulNotes/{{Xbox 360}} and [=PlayStation=] 3 ''VideoGame/SonicTheHedgehog2006'' games were notorious for huge numbers of loading times for almost everything - including menus, [[http://www.youtube.com/watch?v=VDtY4TxVo64 10 second long puzzles]] and ''single lines of dialogue, without voice acting''. ''...[[color:#ee1100:LOADING]]...'' ''
**
The culprit appears to be the game loading things that did not need to be loaded - during the first fight with Silver, the game loads ''the entire city'', sans people and bridges, even though the actual fight takes place in an area the size of a city block[[note]]And just to ice the cake, boss fights involve ''two'' loading screens. One for a [[BossSubtitles 5-second in-engine cutscene of the boss showing off to the camera]], then again to load the actual boss fight. Everything we just said about loading the extraneous data ''applies to BOTH loading screens!''[[/note]] ''...[[color:#ee1100:LOADING]]...'' The loading times actually don't last ''that'' long (about 16 seconds on average), but there are TONS of them. ''...[[color:#ee1100:LOADING]]...'' One of those loading screens provides the page image.



*** While two and a half hours is a realistic estimate of how long you will look at loading screens in a single playthrough, given the amount of times you will likely die, [[https://www.youtube.com/watch?v=Dv9I3CmxCxE this]] video shows the absolute bare minimum of loading screens you have to sit through in the game. It totals a whopping hour and fifteen minutes, which means that normal play ''doubles'' the amount of loading.

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*** ** While two and a half hours is a realistic estimate of how long you will look at loading screens in a single playthrough, given the amount of times you will likely die, [[https://www.youtube.com/watch?v=Dv9I3CmxCxE this]] video shows the absolute bare minimum of loading screens you have to sit through in the game. It totals a whopping hour and fifteen minutes, which means that normal play ''doubles'' the amount of loading.



* Loading can depend on a lot of factors, but it mostly boils down to three things: how fast your medium is, how many files you're loading from it, and how much does it have to initialize. For example, putting an SSD into your console or computer will dramatically show improvements with up to five times the transfer rate and a thousand times faster response times. Have to wait a while as Windows boots? You might want to check on how many things it's trying to load too on startup.
** Microsoft found a way to circumvent a lot of loading by saving the states of device drivers on shutdown. Since the hardware doesn't need to initialize anymore, it cuts down on load times by a good 20 seconds.

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* Loading can depend on a lot of factors, but it mostly boils down to three things: how fast your medium is, how many files you're loading from it, and how much does it have to initialize. For example, putting an SSD into your console or computer will dramatically show improvements with up to five times the transfer rate and a thousand times faster response times. Have to wait a while as Windows boots? You might want to check on how many things it's trying to load too on startup.
**
startup. Microsoft found a way to circumvent a lot of loading by saving the states of device drivers on shutdown. Since the hardware doesn't need to initialize anymore, it cuts down on load times by a good 20 seconds.
23rd Jan '17 11:34:49 AM Superfield
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*** While two and a half hours is a realistic estimate of how long you will look at loading screens in a single playthrough, given the amount of times you will likely die, [[https://www.youtube.com/watch?v=Dv9I3CmxCxE this]] video shows the absolute bare minimum of loading screens you have to sit through in the game. It totals a whopping hour and fifteen minutes, which means that normal play ''doubles'' the amount of time loading.
** Two especially JustForFun/{{egregious}} examples spring to mind. First, one of the levels has four separate loading screens-just to go between different sections of the level. Second is the constant problem inherent with doing the challenges provided by random passersby. First you'll have a conversation, where you choose to accept the challenge. Then there'll be a loading screen that lasts something like thirty seconds so that the challenge can tell you what to actually do, in a single textbox that you can read in three seconds. Then there's another, longer loading screen so you can actually do the challenge. Then if you fail, which you will likely do, you'll get another loading screen so that the person who gave you the challenge can tell you that you've failed, and then the game loads ''again'' to put you back to where you started ''before'' accepting the challenge. ''[[UpToEleven This isn't even considering the town missions with multiple parts.]]''

to:

*** While two and a half hours is a realistic estimate of how long you will look at loading screens in a single playthrough, given the amount of times you will likely die, [[https://www.youtube.com/watch?v=Dv9I3CmxCxE this]] video shows the absolute bare minimum of loading screens you have to sit through in the game. It totals a whopping hour and fifteen minutes, which means that normal play ''doubles'' the amount of time loading.
** Two especially JustForFun/{{egregious}} examples spring to mind. First, one of the levels has four separate loading screens-just to go between different sections of the level. Second is the constant problem inherent with doing the challenges provided by random passersby. First you'll have a conversation, where you choose to accept the challenge. Then there'll be a loading screen that lasts something like thirty seconds so that the challenge can tell you what to actually do, in a single textbox that you can read in three seconds. Then there's another, longer loading screen so you can actually do the challenge. Then if you fail, which you will likely do, you'll get another loading screen so that the person who gave you the challenge can tell you that you've failed, and then the game loads ''again'' to put you back to where you started ''before'' accepting the challenge. This means that every failure in a challenge adds an additional four loading screens on top of the minimum four. ''[[UpToEleven This isn't even considering the town missions with multiple parts.]]''
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