author: Paul Wozniak
Ghost of Tsushima Devs Extended Some Loadings Because They Were Too Fast
In an interview for Kotaku, Sucker Punch's main game engine programmer, Adrian Bentley, revealed that the developers had to slightly extend the time of loading screens after the player's death to give players a chance to read the texts appearing on them.
Yesterday, an interesting interview with Adrian Bentley, the main game engine developer from Sucker Punch, was published on Kotaku. It was in it that the developer revealed that the devs of Ghost of Tsushima had to slightly extend the display time of loading screens after the player's death, only to make the tips appearing on them possible to read.
According to Bentley, the fast loadings are due to the game engine design. The programmer explained that one of the most important strategies of the developers was to embed the data in the right places in the memory, so the drive only needs a few moments to read it. In a nutshell, this means that after the first loading of some elements, reloading them poses little problem.
"When you die, we only need [to] re-run this quick ‘spawn’ process with most of the data already loaded. In contrast, many other engines use serialization-based approaches, which require reloading a substantial amount of data to run again."
It should be noted that developers have only slightly extended loading times after the hero's death, which are still extremely fast. The players will encounter many moments when they will have less than a second to read the displayed tip or trivia. Adrian Bentley admitted, however, that he is not entirely satisfied with all the loading in the game. According to him, for example, the ones used during fast travel to other cities could be optimized a bit better.
Ghost of Tsushima, the last such major exclusive title of its generation for PlayStation 4, was released today. First reviews from industry journalists confirm that the players have been given a truly good title.