“Well, there might be several other bottlenecks on multiple networks, this will not resolve all load times – it’s such a gaping hole that I don’t know how R* skipped all these years,” T0ST says.Īfter finishing their piece, the coder sends Rockstar directly and states that “it is not appropriate to solve a single dev for more than a single day” and offers the organization a series of options for executing the solution. T0st managed to smooth out this process and reduced the load time by 69.4 percent with a little patching. Together, t0st’s fixes reduced load times on their computer between about six minutes and just under two minutes, an increase of about 70%. The correction is twofold: it cuts both GTA Online’s time to search this list and offers a much more effective way of testing duplicates with a hash table. ![]() ![]() This would tend to include a list of any object to be purchased with in-game money. T0st determined that a major bottleneck was due to a one-threaded loading of a 10MB file by the GTA Online code when released.
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