Possible to Eliminate or Speed up Loading Screens?

Just my stats, but every jump takes about 30 seconds to complete and every drop from supercruise to a glide takes about 15 seconds, drops to stations or USS take about 10. In this world of games touting seamless transitions is there a way to improve the code so maybe the game starts to cue up the place we're about to drop into, speeding up the shift from supercruise to glide instantly, or making the hyperspace jump take maybe 5 seconds instead of 1/2 a minute?
 

Lestat

Banned
You know your idea sound great for games like skyrim. When everything been added to the game and everything stored on your hard disk. But This is Elite Dangerous with 400,000,000,000 systems. Each system either saved on Frontier servers or have not been generated yet.
 
You know your idea sound great for games like skyrim. When everything been added to the game and everything stored on your hard disk. But This is Elite Dangerous with 400,000,000,000 systems. Each system either saved on Frontier servers or have not been generated yet.

'Systems' are not saved on the server, they are generated on the fly...and the mission data, numeric data, etc. is loaded as needed. The time to enter, fly, and drop out of SC is the server generating the system....and would seem that if could not made to happen more quickly.

If you have a mind here is a video of how the game actually works, it's generally not how most people think the game works:

[video=youtube_share;EvJPyjmfdz0]https://youtu.be/EvJPyjmfdz0[/video]
 
It's not that different from Star Citizen or No Man's Sky where things are played on a server with procedural generation, but in those two games you can fly surface to space and hyperspace without load screens. And Leestat, I understand it may take a few minutes to generate a new undiscovered system for the first time, but when we're just spending 99% of the time bouncing around the bubble, isn't all that already rendered?

I was thinking just of doing some kind of pre-cache deal like how web-browsers cache page data, or start a download in the background before you even click the link. If you plug LAVE into your computer, the game should say "oh, he's going to LAVE, let's start buffering that data now" so by the time I hit "jump" the hyperspace screen just does it's thing for a nice 3-4 seconds and done. Likewise, planets, if I have a station locked in and I'm approaching the game could cue up the instance, and then the drop to glide could be immediate. It seems to do this very well sometimes, and takes 20 seconds other times (or just hangs in an infinite loop now and then.)

I mean... I just looked at my stats, and assuming a 30 second hyperspace and 20 second glide load time, I'd have spend 41.7 hours just on load screens.
 
Last edited:

Robert Maynard

Volunteer Moderator
You don't mention whether you play in Open, Private Groups or Solo - the matchmaking system will take some time to attempt to place you in an instance with other players (if there are any in your destination) when in one of the multi-player game modes.
 
My hyperspace/supercruise loading times change dramatically if I'm in solo or open. Solo is nearly always less than 2 seconds for SC. Open can take up to 120 seconds. Lol

Hyperspace seems to have a "minimum" time of 15-20 seconds I believe. No idea why.

Orbital cruise drop is almost entirely graphics card related.

An SSD will help some bits, and a decent graphics card (which I don't have), but the rest is network and instancing.
 
I'm rather annoyed at the loading times for the system map, aside from of course the lack of option to load the system map from the nav panel's list of systems, or the transaction thing that tells you where to go for missions. I like to be efficient and turn the correct way when evading a star. Having the system maps be generated in the background and then just popping up a static picture with some fancy particles and some hitboxes for your mouse would be neat. Of course this might be an option for people who don't have all that much ram. But I don't think 200 or so 300x300px graphics would take all that much ram.
The background threat should have those priorities:
- current system
- targeted system
- next system in route
- final system in route
- all mission systems
- systems on the nav page

Not all may be that useful, and some of the lesser used ones may be worth omitting at the cost of 15 seconds loading time.
 
I'm rather annoyed at the loading times for the system map, aside from of course the lack of option to load the system map from the nav panel's list of systems, or the transaction thing that tells you where to go for missions. I like to be efficient and turn the correct way when evading a star. Having the system maps be generated in the background and then just popping up a static picture with some fancy particles and some hitboxes for your mouse would be neat. Of course this might be an option for people who don't have all that much ram. But I don't think 200 or so 300x300px graphics would take all that much ram.
The background threat should have those priorities:
- current system
- targeted system
- next system in route
- final system in route
- all mission systems
- systems on the nav page

Not all may be that useful, and some of the lesser used ones may be worth omitting at the cost of 15 seconds loading time.
You target a system, you spool up the hyperdrive, you jump.

From the time you target the system, the server has the opportunity to background load some of the pertinent data. This would effectively reduce the jump time to a fraction of what it is now.
 
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