Page 2 of 2

Re: How do you hope they handle the load screens?

PostPosted: Wed Apr 25, 2018 8:55 am
by spud1897
I suppose it's how much they can do with the code they have isn't it?

From what I understand the maps on Shenmue are separate to the areas you can go into hence the need for loading. Now I'm no expert at all but wouldn't there have to be some loading time for the console to access the data etc? Now this may well be sped up by the power todays consoles have now & the GDEMU example (I'm jealous and want one of those) shows that it can be sped up but needs to be there.

My ideal would be 3-4 seconds per area. If they make it so you can go into shops without loading then great but if not then I can't see the loading screens being an issue. I quite like them

Re: How do you hope they handle the load screens?

PostPosted: Wed Apr 25, 2018 4:03 pm
by jasonorme666
Just display it for a few seconds, I'm fine with that.

Re: How do you hope they handle the load screens?

PostPosted: Wed Apr 25, 2018 4:21 pm
by Sonoshee
Personally I'd like them to be kept as they originally were.

If it keeps others happy, maybe reduce the actual amount of time they appear for.

I wouldn't be happy having them ommited entirely.

Re: How do you hope they handle the load screens?

PostPosted: Wed Apr 25, 2018 4:28 pm
by Haruto
5 second transition is fine with me.

Re: How do you hope they handle the load screens?

PostPosted: Wed Apr 25, 2018 7:32 pm
by Sappharad
Each disc of the original Dreamcast games was about 1GB each. The PS4 has 8GB of RAM, with 5.5GB being usable by developers. (XBOne is similar) In other words, they could theoretically fit the contents of an entire Dreamcast disc in memory and require no load times at all.

Having said that, I think it would be reasonable for it to be timed like the transition scenes that don't require loading, like after sleeping. Just a fixed amount of time that the screen displays and fades away.

Re: How do you hope they handle the load screens?

PostPosted: Thu Apr 26, 2018 6:48 am
by BlueMue
As I mentioned earlier even the whole game could be loaded. If it's reconstructed properly there are a ton of extra files that exist double or even tripple that could be removed, shrinking it a lot. But again, the former would be overkill.

I hope that they can tweak the behavior in places. In Shenmue II there are some instances where you enter an area and immediately get a cutscene. When you for example enter Big Ox B5F it will play the music of the area during the load screen very briefly and then the score for the cutscene. This is one of the very minor hits to the overall presentation that could be improved.

Re: How do you hope they handle the load screens?

PostPosted: Thu Apr 26, 2018 7:36 am
by adom11800
I think they will still be there, I can't see them being removed. But like others are saying, they won't be as long. It's gonna felt weird looking at the loading screens without the noise of the disc playing in in the background on the dreamcast lol.

Re: How do you hope they handle the load screens?

PostPosted: Thu Apr 26, 2018 8:52 am
by KidMarine
Have them take as long as normal if you don't press anything, but about 2 seconds in give the player the option to skip.

Re: How do you hope they handle the load screens?

PostPosted: Thu Apr 26, 2018 5:37 pm
by redline
about 4 to 5seconds would be ok. just enough time to read the text.

anything over 10seconds would annoy modern gamers.

Re: How do you hope they handle the load screens?

PostPosted: Thu Apr 26, 2018 6:57 pm
by fischkopf
If possible, get rid of them completely and just do a quick transitional black fadeout between scene changes and show the name of the building or area you enter as a fade-in in one of the screen corners for a few seconds.

Re: How do you hope they handle the load screens?

PostPosted: Thu Apr 26, 2018 9:54 pm
by johnjohnbrem
As long as its less than 4-5 seconds, I'm cool with the good old loading screens

Re: How do you hope they handle the load screens?

PostPosted: Thu Apr 26, 2018 11:32 pm
by Amir
I'll be installing the game on my SSD for faster loading times, same with Shenmue III (nearly all my other games are on my hard drive).

Re: How do you hope they handle the load screens?

PostPosted: Fri Apr 27, 2018 8:21 am
by Ceej
I'll be interested to see if they implement the instant transition for some stores a la Shenmue IIx (not sure if the Dreamcast version had them or not).

Re: How do you hope they handle the load screens?

PostPosted: Fri Apr 27, 2018 5:21 pm
by jcjimher
I reckon some of those "loading screens" did a bit more than just loading things. Mainly procedural generation of the areas that used it (Guilin Forests, Kowloon buildings and such). So even if they load the entire game in RAM, there will be some wait to have.

In addition, I guess the new game will use different formats for storing textures and audio, maybe even models. Thus maybe it will need more space and not "fit" on a 1 GB disk anymore...

Re: How do you hope they handle the load screens?

PostPosted: Sat Apr 28, 2018 4:04 am
by Niowiad
Something like 2 seconds non-skippable is going to be nice and quick on one hand but probably not long enough for people who want to actually check them out... for instance, other than usual time, date and location... I remember I often liked to check out the japanese characters :lol:

Something like 5 seconds non-skippable may be too much on the many occasions you enter/exit an area and want to get back to it almost instantly for any reason, and you get a loading screen twice in a row... happened to me so many times, don't know about you guys.

If I could choose it would probably go anything between 5-10 seconds with the ability to skip as soon as the actual loading has been completed.