This could easily compete for the most expensive bug in history, up there with the Pentium Bug. It might have halved the revenue potential of a billion dollar franchise.
It kind of baffles me that they haven't bothered to fix this trivial issue when the result is to cut 4 entire minutes of loading time.
I never learned the "other side" of this story, but a few years later the same dev team tried to recruit me at a CS contest, to which I politely declined.
More details: I was young, without credit card, and gaming on a mac. AA was free and mac compatible. For a while -- apparently mac ports of unreal engine games were approximately all done by a single very productive contractor and from what I understand the US Army, uhh, stopped paying him at some point. So he stopped releasing the mac ports. From my point of view, this meant that I could only play with other mac users and couldn't use any of the fancy new maps. Logs indicated that the compatibility problems with the new maps were not particularly deep, so I got to parsing the unreal map files and was able to restore compatibility by deleting the offending objects. I implemented texture decoding/encoding mostly for curiosity and because textures were well documented in the reverse engineering "literature." I imagined a workflow where someone would bulk export and re-import textures and aside from the texture names the one piece of metadata I needed was the format: RGBA (uncompressed) or DXT (compressed)? I realized that I could easily identify DXT compression from the image histogram, so I didn't need to store separate metadata. Nifty! But it didn't work. Lots of textures stored in uncompressed RGBA8888 "erroneously" round-tripped to DXT. After poring over my own code, I eventually realized that this was because on many of the textures someone had enabled DXT compression and then disabled it, dropping the texture quality to that of DXT while bloating the texture size to that of RGBA8888 (other textures were still stored as DXT, so compression itself was still working). I wrote a quick tool to add up the wasted space from storing DXT compressed textures in uncompressed RGB format and it came out to about half the total disk space, both before and after the top level installer's lossless compression. They could have re-enabled compression on most of the textures where they had disabled it without loss in quality, and if they had wanted a list of such textures I would have been able to provide it, but it didn't go down that way. When I shared what happened with my father, who had served, his reaction was "Now that's the Army I know!"
Reminds me on loading "G.I. Joe" (from Epyx) on the C64 with a 1541 floppy disk. However, the long loads came after every time you died and meant you also had to swap 4 disks.
To be fair to GTA V, I don't think my installation was on a SSD because it was 50GB or something at the time (now it's 95GB?), but that said when it released SSDs were not as cheap or widespread as they are now so that's their problem. The linked article shows the initial load to be much shorter which did not match my experience.
Many 8bit Atari owners will have horror memories of aborted Tape loads. After over 20 years someone finally discovered a bug in original ATARI Tape loading ROM routine resulting in randomly corrupted loads, no amount of sitting motionless while the game loads would help in that case :)
Which meant the game displayed "rewind to mark 500 and then hit play" and you had to do that to restart lolsob.
I suppose devs dont care about that as long as their QA allows it.
Call of Duty: Black Ops Cold War is around 200GB fully installed with all features (HD textures etc).
Some people have insinuated this is intentional to crowd out other games on console hard disks and make moving away from CoD have an opportunity cost. It's probably just laziness.
I haven't looked into it in the past but some prior offenders had a lot of space wasted from uncompressed multi-lingual audio. Instead of letting us choose a language it installs them all so you can switch in game, and uncompressed for saving the CPU for game logic. For CoD the optional HD texture pack is 38GB so that's still a lot unaccounted for.
It's not like decoding audio takes enough time on any modern multi-core processor to disrupt the game loop. It's not even on the radar.
Is that... the same problem? Is microtransaction data different in your friend's multiplayer world than it is in the normal online world?
In GTA V, when I tried to enjoy multiplayer with my friends the abysmal load times were what killed it for me.
You actually have to load into the game world - which takes forever - before having a friend invite you to their multiplayer world - which takes forever, again.
So both a coffee, and a piss. Maybe they fixed that now?