History Main / LoadsAndLoadsOfLoading

22nd Mar '18 7:30:50 PM AuraXtreme
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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. No relation with LoadsAndLoadsOfCharacters[[note]]Unless you're the [=PlayStation=] version of ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which had one cause the other[[/note]].

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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. No relation with LoadsAndLoadsOfCharacters[[note]]Unless you're playing the [=PlayStation=] version of ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which had one cause the other[[/note]].
19th Mar '18 9:25:10 AM Doommsatic
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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 run 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.
16th Mar '18 4:14:58 PM nombretomado
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** Accessing ThisVeryWiki with your PSP will take long to load sometimes.

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** Accessing ThisVeryWiki Wiki/ThisVeryWiki with your PSP will take long to load sometimes.
13th Mar '18 11:31:38 AM Odinfrost137
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Added DiffLines:

* ''VideoGame/KingdomHearts2'' and ''VideoGame/KingdomHeartsBirthBySleep'' Final Mix in the 2.5 bundle get hit by this HARD. Using a Summon/D-Link/Drive form can take a very long time to load.
**While Summons and D-Links pause everything else until finished, Drives on the other hand has the standard "knock enemies into the air" effect like in the ps2 versions, but the transformation takes such a long time to load that the slowmotion disappear, and everything starts moving normal again while Sora is still doing his invulnability flex for another 5-10 seconds. Pausing right after transforming fixes the problem but you just replace one type of waiting with another. The 1.5+2.5 version on the ps4 removes this problem completely however.
**And the reaction command "Reversal" somehow became a victim of this too. During 2 certain bosses (Twilight Thorn and Final Xemnas) the bosses shoot some thorn-like attack towards you which you can use "Reversal" to dodge. But sometimes the reaction command takes too long to load. This makes playing a level 1 run on the ps3 way harder as the start of Final Xemnas you are forced into using "Reversal" or the limit with Riku to not instantly die. Once again, the ps4 version fixed the problem.
10th Mar '18 11:58:33 AM nombretomado
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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 that the CPU didn't have access to the ROM 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 (''VideoGame/Mother3''), for a system that only has 256 ''kilo''bytes of RAM. Decompression times can also bottle neck graphics like:

to:

* 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 that the CPU didn't have access to the ROM 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, UsefulNotes/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 (''VideoGame/Mother3''), for a system that only has 256 ''kilo''bytes of RAM. Decompression times can also bottle neck graphics like:
27th Feb '18 6:25:06 PM Malady
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* ''SilentHunter 3'' has quite long loading times, but it's even worse when you add the GWX-mod. It's a 1.33-gigabyte that replaces basically everything in the game, so it doesn't sound like it'd increase loading times much, right? WRONG! It takes 10 minutes to start a mission, and this is on a Pentium 4 with 1 gig of RAM! The sad part is that the mod is very good.

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* ''SilentHunter ''VideoGame/{{Silent Hunter|Series}} 3'' has quite long loading times, but it's even worse when you add the GWX-mod. It's a 1.33-gigabyte that replaces basically everything in the game, so it doesn't sound like it'd increase loading times much, right? WRONG! It takes 10 minutes to start a mission, and this is on a Pentium 4 with 1 gig of RAM! The sad part is that the mod is very good.
26th Feb '18 4:19:19 PM jayharrison
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** The Sega CD port of the first ''Mortal Kombat'' is guilty of having excess loading, too. This most commonly happens whenever one of the fighters performs a FinishingMove, but the game will also load a new set of sprites when Shang Tsung transforms.



** The popular 3D fangame ''Sonic World'' also has a fairly annoying problem with loading - the load times from between menus are fast, but loading ''levels'' reveals problems on par with (if not ''worse than'') Sonic 06. Not only does the loading process take a long time (likely owing to the engine and the sheer size of the levels), but every time you want to restart the level[[note]]as in, from the beginning, not dying and restarting at a checkpoint[[/note]], it '''reloads''' the entire thing, so you have to sit through the long loading process all over again! For the record, even 06 restarted a level near instantly. Going for a Perfect score bonus for those sweet S-Ranks can be painful at times, especially due to the wonky physics producing a lot of unforeseeable deaths.

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** The popular 3D fangame ''Sonic World'' also has a fairly annoying problem with loading - the load times from between menus are fast, but loading ''levels'' reveals problems on par with (if not ''worse than'') Sonic 06.''Sonic 06''. Not only does the loading process take a long time (likely owing to the engine and the sheer size of the levels), but every time you want to restart the level[[note]]as in, from the beginning, not dying and restarting at a checkpoint[[/note]], it '''reloads''' the entire thing, so you have to sit through the long loading process all over again! For the record, even 06 restarted a level near instantly. Going for a Perfect score bonus for those sweet S-Ranks can be painful at times, especially due to the wonky physics producing a lot of unforeseeable deaths.
1st Feb '18 5:46:27 PM nombretomado
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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 that the CPU didn't have access to the ROM 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:

to:

* 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 that the CPU didn't have access to the ROM 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''), (''VideoGame/Mother3''), for a system that only has 256 ''kilo''bytes of RAM. Decompression times can also bottle neck graphics like:
16th Jan '18 8:29:45 AM BeerBaron
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** The [=Xbox=] 360 version of ''VideoGame/TheElderScrollsIVOblivion'' had long loading times as well. Granted, the average loading screen didn't last as long as some of the record-breakers on this page (30-40 seconds tops), but they pop up whenever you enter a building/dungeon, exit a building/dungeon, or fast-travel. You could even initiate a "Loading..." prompt by ''running really fast'' (i.e., faster than the game can render the landscape). By contrast, the PC version has much shorter load times; some are even short enough to omit the loading screen. Then there's the fact that the Xbox 360 version doesn't begin to load downloaded content until after you press Start, so you can't just fire up the game then come back in a couple minutes and be ready to start. You must get through the initial splash screens, then press Start, then wait. But again, the load times aren't terrible.

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** The [=Xbox=] 360 version of ''VideoGame/TheElderScrollsIVOblivion'' ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' had long loading times as well. Granted, the average loading screen didn't last as long as some of the record-breakers on this page (30-40 seconds tops), but they pop up whenever you enter a building/dungeon, exit a building/dungeon, or fast-travel. You could even initiate a "Loading..." prompt by ''running really fast'' (i.e., faster than the game can render the landscape). By contrast, the PC version has much shorter load times; some are even short enough to omit the loading screen. Then there's the fact that the Xbox 360 version doesn't begin to load downloaded content until after you press Start, so you can't just fire up the game then come back in a couple minutes and be ready to start. You must get through the initial splash screens, then press Start, then wait. But again, the load times aren't terrible.
24th Dec '17 11:41:14 AM Mikasa
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* ''VideoGame/SlyCooperThievesInTime'' has loading times that will drive you crazy. They can take up to 1 minute and they happen quite frequently too, exiting safe houses, starting missions, ending missions and since most missions warp the player back to the safe house, you end up having to deal with double that length.



* ''VideoGame/SlyCooperThievesInTime'' has loading times that will drive you crazy. They can take up to 1 minute and they happen quite frequently too, exiting safe houses, starting missions, ending missions and since most missions warp the player back to the safe house, you end up having to deal with double that length.

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* ''VideoGame/SlyCooperThievesInTime'' has loading times that will drive you crazy. They can take up to 1 minute and they happen quite frequently too, exiting safe houses, starting missions, ending missions and since most missions warp the player back to the safe house, you end up having to deal with double that length.
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