3 ms·
Most bad loading times fall into 2 categories 1. Avoidable: The main one here is shader caching. Shaders could be precompiled for every supported card/driver,
by thomastjeffery 4y ago
Most bad loading times fall into 2 categories
1. Avoidable: The main one here is shader caching. Shaders could be precompiled for every supported card/driver, but that's more work than anyone is willing to do. Even so, some games (like Rust) have an excessive amount of shaders, which adds a lot of extra waiting time.
2. Unavoidable: The main one here is textures. If you want it to be quickly accessible in VRAM, then it's going to be uncompressed, which means either having some very large files to copy over, or having some semi-large files to decompress. You can save quite a bit of time by micromanaging the texture resolution of each asset to be just high enough. Apart from textures, you have vertex data and other assets; all of which have basically the same considerations.
When it comes to regular software, most UI designs don't have big assets. They aren't loading billions of triangles or thousands of textures. This means there really isn't much need for long startup times.