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@ada@zoner.work

2026-04-20 06:28 UTC

@cyanidesunrise@zoner.work this used to be the case, but not since games stopped caring about hard disks and started targeting ssds, especially with directstorage. sounds weird but load times for individual assets are faster than a single frame gets rendered so the entire architecture for where assets are or in what order they're loaded had to be re-architected to support assets being partially loaded in and used. a surprising number of game engines that are targeting SSDs no longer have the concept of load priority or locality as a result, and instead have built the entire thing around data streaming rather than atomic loading.

Replies (1)

  • @ada@zoner.work 2026-04-20 06:29

    @cyanidesunrise@zoner.work this does have the benefit of not having to duplicate assets to improve load times, as well. see helldivers 2 after they refactored loading to support data streams (deprecating HDD support as a result.) game archive size went down by 100 GB.

    Open ##2354468