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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%
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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.
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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...
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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.
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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.
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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.
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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...
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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.
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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.
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