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Why should developers necessarily be trying to cut loading times? Perhaps GTA is phenomenally successful because they have good BAs and POs who are able to iden
by blowski 4y ago
Why should developers necessarily be trying to cut loading times? Perhaps GTA is phenomenally successful because they have good BAs and POs who are able to identify and convince engineers to work on what matters to the bottom line.
- dingleberry420 4y agoYou've clearly never played it nor read any of the community discussions about the game. The #1 complaint is (or was) loading times. It's why I've personally stopped playing years ago.
- blowski 4y agoI play GTA, am annoyed by those loading screens, and have found those forums while looking for solutions. Companies are successful not because they delight every customer consistently, but because they do just enough to make the customer spend money with them. After all, I will still buy the next version.
- azemetre 4y agoI mean that's fair, but I'm talking about wanting to be curious and encouraging environments where curious individuals can be lauded instead of dismissed. Not everyone on a team HAS to be curious but for those that aren't they shouldn't be smacked upside the head with corporate bureaucracy.
- s0l1dsnak3123 4y agoScrew this. Developers should advocate for their craft and for quality, and business metrics should hold an adversarial position to balance things out. We definitely should not be accepting the narrative that developers just do what they are told and don't push back on what we know is good for product - we are in a unique position of power, we should recognise this and use it for the betterment of the industry as a whole. The alternative is we let corporate greed slide our standards of quality into the gutter thereby making the job at hand miserable.
- sreekotay 4y agoVery much agree with this. That said given the quality of what they have put out, I'd surmise the issue here is morelikely they don't feel the same pain on load times? Bandwidth too good, rigs too powerful, dev envs overpowered, etc. to enable developer velocity can often also mask real world problems. Hell, even hot reload can mean you don't see load as often and are able to easily rationalize as "not that big a deal" - I wouldn't necessarily take it as a sign they are not deeply invested in their craft.
- s0l1dsnak3123 4y agoI very much agree with you as well actually. One of the things that I've instituted at my work is our methodology for acquiring test phones for our product (WhatsApp for hospitals, basically). We go to a supermarket and buy the most eye-catching box of the budget phones available in the phone aisle. We've squashed so many bugs and performance problems this way. It's cheaper, it instils empathy in product decisions, and our customers love the user experience as a result. Similarly, one of my first big decisions after joining was to wean ourselves from our AWS addiction using Kubernetes. This also allowed us to design a dev env that fits on a modern machine comfortably, but can scale to entire Hospital Trusts in production. Once again: focusing on portability now means we can sell our product on-prem and hybrid, because we designed our developer UX this way.
- foobarian 4y agoI don't know, this seems like it was a pure CPU problem on good hardware. But anyway a developer who has 10 hour days and backlog stretching beyond the horizon will not have idle time to go try things out. It needs to be someone's explicit job to go hunt down things like this. And given it was data-size dependent, I wouldn't be surprised this was not an issue at the start while someone who's job it was to look for this kind of issue was looking. And the issue appeared after they got retasked to something else. In fact maybe this is the only kind of issue that you end up with after all is said and done. Just like in WW2 they reinforced the parts of the fuselage on returning fighter craft without bullet holes, because if a bullet hit there, the craft would not return.
- 4y ago
- deleted 4y ago[deleted]
- nwallin 4y agoLoading times were the #1 complaint from users about the game. I personally wouldn't play a game where 5 minute loading times were the norm, 10+ minute times are common, and 15+ minute times are not unheard of. It's the #1 complaint. The thing that makes this egregious isn't so much that they didn't fix the #1 complain, the thing that makes it egregious is that it's a simple enough flaw that a mediocre developer could have just run WPR/WPA against it and see that 90% of those 5+ minutes was spent in strlen. Maybe it's not their area, maybe they don't know how to fix it, but they will recognize that it's a problem with a likely easy fix. So even if we completely ignore the fact that it's the #1 complaint, it's still egregious that it's been allowed to go on for this long.