Earlier quoted context omitted.
Game was out for almost EIGHT YEARS by the time this bug was fixed. There can be no reasonable explanation for them not fixing that. 5 minute load every time you try to go into multiplayer. The amount of revenue lost to that one single bug is staggering. This bug was a reason why I never played GTA online, for example.
Performance issues are one of those things that are easily waved off with broad explanations like "well there's a lot of assets to download", "their internet connection may be slow" etc. it may not have been clear to anyone at that stage that it was a "bug".
I cut GTA Online loading times (2021)
211–220 of 221 posts
Re: I cut GTA Online loading times (2021)
#212Earlier quoted context omitted.
You're probably wrong. I remember e-commerces trying to quantify how many millions of dollars they would lose when clicking would take too much time on their websites. EDIT: things like https://www.fastcompany.com/1825005/how-one-second-could-cos... > Amazon’s calculated that a page load slowdown of just one second could cost it $1.6 billion in sales each year. Google has calculated that by slowing its search results…
That's ecommerce. This is a video game and a unique one at that, so there are other factors at play. I don't think many people go "game took forever to load, guess I'll play for less time then." There could even be a bullwhip effect, a long load time might make you want to stay playing for a longer period of time.
Re: I cut GTA Online loading times (2021)
#213Re: I cut GTA Online loading times (2021)
#214Earlier quoted context omitted.
Game was out for almost EIGHT YEARS by the time this bug was fixed. There can be no reasonable explanation for them not fixing that. 5 minute load every time you try to go into multiplayer. The amount of revenue lost to that one single bug is staggering. This bug was a reason why I never played GTA online, for example.
GTA Online player count statistics indicate 2.5 million GTA Online players every month. A reduction in total waiting time for all the players of 18.5 years every month.
Re: I cut GTA Online loading times (2021)
#215Earlier quoted context omitted.
Game was out for almost EIGHT YEARS by the time this bug was fixed. There can be no reasonable explanation for them not fixing that. 5 minute load every time you try to go into multiplayer. The amount of revenue lost to that one single bug is staggering. This bug was a reason why I never played GTA online, for example.
Performance issues are one of those things that are easily waved off with broad explanations like "well there's a lot of assets to download", "their internet connection may be slow" etc. it may not have been clear to anyone at that stage that it was a "bug".
Re: I cut GTA Online loading times (2021)
#216Earlier quoted context omitted.
Game was out for almost EIGHT YEARS by the time this bug was fixed. There can be no reasonable explanation for them not fixing that. 5 minute load every time you try to go into multiplayer. The amount of revenue lost to that one single bug is staggering. This bug was a reason why I never played GTA online, for example.
That no one on the team maintaining the game looked into it likely means they don’t play the live game themselves. Developers and managers on up the chain. Understandable given the heavy crunch it sounds like Rock Star works in. If you’re a developer spending 60+ hours a week working on it, you’re not going to play that in the few personal hours left over.
Re: I cut GTA Online loading times (2021)
#217Earlier quoted context omitted.
Game was out for almost EIGHT YEARS by the time this bug was fixed. There can be no reasonable explanation for them not fixing that. 5 minute load every time you try to go into multiplayer. The amount of revenue lost to that one single bug is staggering. This bug was a reason why I never played GTA online, for example.
>The amount of revenue lost to that one single bug is staggering. The players who are still there are used to it so the value is likely near zero. It's the sort of thing that's 100% worth fixing before launch or soon after so you don't lose players in the first place. But the fix loses value every day it goes unfixed because you're already lost those load time-sensitive players. Keep in mind that years after release…
Re: I cut GTA Online loading times (2021)
#218Please add RSS to your blog!
Re: I cut GTA Online loading times (2021)
#219Earlier quoted context omitted.
GTA Online player count statistics indicate 2.5 million GTA Online players every month. A reduction in total waiting time for all the players of 18.5 years every month.
That's assuming each player only logs once in a month, which is definitely not the case.
Re: I cut GTA Online loading times (2021)
#220Earlier quoted context omitted.
The underlying organizational problem then becomes the fact that performance isn't priority number 1. I would suspect that if the perf was taken seriously, some time spent on profiling would immediately reveal this issue.
It is (probably) taken seriously, I am sure they were pushing things to limit to render just one more car or have a one more AI etc. My assumption the loading times just somehow slipped off and no one thought it was a solvable problem or it is just loading performance is not taken as seriously
That does sounds like awfully like confirming that indeed no-one was curious, because they were too busy chasing KPIs or whatever other metrics management were using.