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2. Loading Times
The new
generation of consoles have up to 8 times the memory of the previous
generation and yet the DVD read speeds have increased by only about 3
times. Even assuming a perfect data read rate it would take about 32
seconds to fill 512Mb of memory. In practise you need to factor in seek
times as the game loads different files, and so MotoGP’06 takes about
40 seconds to load a level. And 40 seconds is a long time.
There
are many different ways of speeding up load time from having fully
stream-able worlds to keeping as much as possible data resident in
memory. The old MotoGPs employed none of these techniques. They’d never
needed to. They could fill the Xbox1’s memory in 12 seconds and better
than that they could dump all that data to its internal hard-drive so
that next time round it loaded 10x faster.
On the
360 we were aware of our shortcomings but the engineering effort
required to rectify them was so huge, and the launch window so close,
that they never got addressed.
On our next game this will be a high priority.
When
we started on MotoGP’06 we wrote the exporters alongside the renderer.
As features were added to the game so the exporter was extended to
support those features.
Crucially, the exporter
never went through a consolidation phase and as is all too often the
case it became a second-class citizen to the game. Its code became
entangled and its performance was seldom monitored.
Our
build machine, which was a fast piece of kit, ran the exporters. By
Beta it was building 39 tracks and 40 bikes. This process took 17
hours. After the build machine finished we needed to copy the files
elsewhere and delete some unused archives and manually go through the
process of creating a DVD ready version and a magazine cover version.
The process simply wasn’t as automated as it should have been.
As
we went through Beta and on towards Submission we were submitting
builds more and more regularly eventually reaching 3 times a week.
Soon, we knew, we would have to submit builds on a daily basis and with
a 17-hour build time we were heading toward meltdown.
It
became clear we hadn’t fully thought through the consequences of the
huge data sizes that were needed on these new consoles. A development
build was 10Gb in size and our creaking 10Mbit network simply couldn’t
handle it.
At this juncture we accepted the help of
Shep, Climax’s resident build guru. A gigabit network was hastily
installed and, in double quick time, he wrote us a distributed build
system that built the data on two machines and collated it on a third,
file server machine, ready to be pushed out to all the development
kits. It also built a DVD ready version and the magazine demo.
It
did all this in 9 hours which meant we could kick it off before we left
in the evening and everything was ready for us when we arrived in the
morning (even in crunch the team was sensible with its working hours
and we seldom had staff in the office between 10pm and 7am the next
day).
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