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Jonathan_Blow's profile
Jonathan Blow
Jonathan Blow
Jonathan Blow
@Jonathan_Blow

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Jonathan Blow

@Jonathan_Blow

Designer/Programmer of Braid and The Witness. President, Thekla, Inc. Partner in IndieFund. Currently working on good new things.

San Francisco
the-witness.net/news
Joined January 2010

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    1. Casey Muratori‏ @cmuratori Feb 28

      Yikes :/https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/ …

      34 replies 359 retweets 1,663 likes
      Jonathan Blow‏ @Jonathan_Blow Mar 1
      Replying to @cmuratori

      For some reason, game companies think that as soon as networking or database stuff is involved, they have to start doing web shit and hiring people who do things that way. I don't understand why, it is obviously terrible, but it is what it is...

      10:18 AM - 1 Mar 2021
      • 4 Retweets
      • 134 Likes
      • Ryan Fleury Yuan_W Benjamin Stigsen Andre Leiradella Shen Yuan František Kočí pietro veemon Shikhar Raje
      7 replies 4 retweets 134 likes
        1. Matt Ranger‏ @vhranger Mar 1
          Replying to @Jonathan_Blow @cmuratori

          We should average loading times into an overall session's FPS. If you wait 6min on average to play 60min then your perf data is capped at 90%

          0 replies 0 retweets 6 likes
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        2. Jonathan Blow‏ @Jonathan_Blow Mar 1
          Replying to @Jonathan_Blow @cmuratori

          Just think, if it's this much faster from just swapping out the parser, how much faster would it get if they didn't store all this crap as loose nodes? I would guess it can be 10x faster than the fast version is, just by doing the normal sane video game thing.

          4 replies 0 retweets 87 likes
        3. Stéphane Cocquereaumont‏ @stephc_int13 Mar 1
          Replying to @Jonathan_Blow @cmuratori

          It should not be 10x or 100x faster, it should not be more than the cost of loading a small binary file from disk. A good old hash table can be written in a way that does not need to be serialized/unserialized, and this is not rocket science...

          1 reply 0 retweets 3 likes
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        1. Ville Ruusutie‏ @villeruusutie Mar 1
          Replying to @Jonathan_Blow @cmuratori

          I would include UI into that. Always some WebKit or JavaScript to draw some text and boxes to screen which eats insane amount of cpu time.

          0 replies 0 retweets 3 likes
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        2. Raphael Luba‏ @LubaRaphael Mar 1
          Replying to @Jonathan_Blow @cmuratori

          It also means that NOBODY on the dev team ever used even a rudimentary profiler on this. Such a hotspot would have immediately stuck out like a sore thumb.

          1 reply 0 retweets 2 likes
        3. Ville Ruusutie‏ @villeruusutie Mar 1
          Replying to @LubaRaphael @Jonathan_Blow @cmuratori

          I’m pretty sure that they have used it. Can easily be case where online data sizes have grow uncontrollable with lot of added extras.

          1 reply 0 retweets 1 like
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        2. Andrew Perella‏ @ajperella Mar 1
          Replying to @Jonathan_Blow @cmuratori

          JSON is not a terrible format - though surprising to see from console game developers. It sounds like that parser is just appaling. I bet this would take <1s in the standard python json module. Sadly people often think once they are in c/c++ all is fine...

          1 reply 0 retweets 9 likes
        3. Andy Buck‏ @Arbonox Mar 1
          Replying to @ajperella @Jonathan_Blow @cmuratori

          A released game loading and parsing massive text files (possibly excepting mod support and the like) just feels bad. It's like asking every player to do a build step every time they want to play that should have been done once before release.

          1 reply 0 retweets 3 likes
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        1. halborg.dll‏ @ed_halferty Mar 1
          Replying to @Jonathan_Blow @cmuratori

          It's inevitable that the future of the web stack also involves binary data. The fact that session keys are base64-encoded and not just binary bytes is amazing to me. Likewise, I'm sure every web spreadsheet is serializing/deserializing floating point values.

          0 replies 0 retweets 2 likes
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