Re:I cut GTA Online loading times (2021)
by darylteo on Thursday June 09, 2022 @08:15PM
(#31688551)
Performance issues are one of those things that are easily waved off with broad explanations like "well there's a lot of assets to download", "their internet connection may be slow" etc. it may not have been clear to anyone at that stage that it was a "bug".
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The underlying organizational problem then becomes the fact that performance isn't priority number 1. I would suspect that if the perf was taken seriously, some time spent on profiling would immediately reveal this issue.
Re:I cut GTA Online loading times (2021)
by jacobmischka on Friday June 10, 2022 @04:42AM
(#31691594)
Performance is not priority number 1. Number 1 is to ship the game on schedule so you can stop crunching for the first time in months, number 2 is to make an interesting game that people pay for and justifies your not getting laid off. The games industry is not a particularly safe place to be in from what I understand.
It is (probably) taken seriously, I am sure they were pushing things to limit to render just one more car or have a one more AI etc. My assumption the loading times just somehow slipped off and no one thought it was a solvable problem or it is just loading performance is not taken as seriously
> My assumption the loading times just somehow slipped off and no one thought it was a solvable problem or it is just loading performance is not taken as seriously
That does sounds like awfully like confirming that indeed no-one was curious, because they were too busy chasing KPIs or whatever other metrics management were using.
Re:I cut GTA Online loading times (2021)
by birracerveza on Friday June 10, 2022 @12:57PM
(#31696680)
If was the number one complaint about the game. R* is one of the biggest studios around. It would have cost them nothing to just hire a developer whose only task is to hound down that bug and fix it.