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Tachikoma said:
SvennoJ said:

Anyway it's 2015 now. Not that hard to cache data and re-use assets instead of reloading everything piece by piece. Read cached start of level data in 1 chunk, reset char attributes, done.

Sadly not that easy as the way the world streaming is setup is to stream assets in to place as you play, providing you don't die, your exploration around the game world is free of loading screens, its only warping between locations or dying that causes them, depending on how far you explore, you can potentially need a large portion of previously unloaded data to be re-loaded along with setting the states of much of the destructable environments, models which when destroyed are cleared from memory to keep usage down.

it's all a fine balancing act between loading assets and clearing assets from ram, hopefully with future patches they can optimize it further to reduce the loading time, i suspect what we will see is the game loading in low LOD resources and kicking you into the game while it streams the remaining resources in during play, as a workaround to the issue, that combined with fine tuning the loading process.

It is that easy if you cache the state of the world you want to return to. Dump that part of memory to a temporary file and reload it on death. Or since the bonfires are fixed points, have those optimized and ready to read in one chunk from disk, together with a change file to quickly update the local changes.
It is of course more work to program right. Slow lazy load from scratch code simply means the game wasn't fully polished on release, big shocker. Well that and the 2.69 GB day 1 patch.