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crschnick avatar crschnick commented on September 24, 2024

For example, we could render an empty map or a 1444 map while it is loading.

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nickbabcock avatar nickbabcock commented on September 24, 2024

Map rendering is not performant enough and would cause the progress bar to stutter and delay the load of the save further. If the map was further optimized, I could see this as a potential solution.

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crschnick avatar crschnick commented on September 24, 2024

Define optimized. In a scenario like this, the map would be non interactive, i.e. not pannable etc., so it would only perform one rendering pass. The map resource loading can be done before the savegame load

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nickbabcock avatar nickbabcock commented on September 24, 2024

Define optimized. In a scenario like this, the map would be non interactive, i.e. not pannable etc.,

On my computer setting up the renderer (linking shaders, bitmapping textures) takes 500ms which by the time that time has elapsed the save is just about done parsing and there would be minimal benefit. If we can get that time beneath 100ms or maybe even 250ms then it is worth considering.

The map resource loading can be done before the savegame load

I don't believe this is feasible as more game maps are supported.

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crschnick avatar crschnick commented on September 24, 2024

You can put a spinning rakaly logo in the center of the loading page

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nickbabcock avatar nickbabcock commented on September 24, 2024

Any constant animations (like a loading symbol) are severely effected by map rendering (probably because all the GPU bandwidth is gone), and may cause the animation to stop. A stopped animation may be worse than no animation. I'm not opposed to the idea of sprucing up the loading save page, but it'd either need to be static content with no animations or when map rendering is less of a bottleneck.

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crschnick avatar crschnick commented on September 24, 2024

Then make the logo not spinning, still better than an empty page

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