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SilenceFailed t1_j283505 wrote

Memory. How many objects do you think are rendered in every frame? Given most frames fill in under 20ms, yeah, that's a lot. Serializable data classes have to get moved to RAM before that occurs. Since most modern OS', outside of Linux, have no swap buffers, your memory is already clogged with the games data. Long save on quit, or go through the menus. Your call. We ditched long load screens in favor of efficiency.

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arsehead_54 t1_j286xqg wrote

And I'm saying fine take the 2 seconds to close properly, rather than make me manually wait through the studio logo and menu animations before I can hit exit for a third time

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cj122 t1_j28w9zp wrote

I mean it would be black for the section of the logo and such. A few games do it that way actually but I always think they are busted when they hang on a black screen for over ten seconds when the rest of it doesn't have much to any loading.

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SilenceFailed t1_j296oh0 wrote

Ok, now I see what you're saying. You don't want to go through the title and splash screens again. Well, that is an engine thing. Think Unity splash screens. You don't have the option to avoid those because it's free. For some developers, it's a loading system. It's what loads all of the main menu UI. Again, you're missing the issue that I'm making you aware of. Memory makes that constraint. Currently. Unless we get a new OS or devs start switching to Linux, it's not going to happen.

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