Remember that time a random player DRAMATICALLY decreased load times for GTA online after finding bad code that preloaded TONS of game assets? After like, a decade?
I believe it was a CSV file of every item in all of the shops (comma separated values) and it was being read and stored into memory single threaded so it was maxing out a single core on the CPU.
JSON, and it had more to do with how they were checking string lengths. But yeah, the general story is that a random dude fixed massive problems with the text parsing.
Found an article that details it again since it was a fun read at the time. Looks like it was 10MB json file and the method to read the lines used the expensive length function you mentioned. It also had other simple optimizations too.
Pretty funny that because of all their microtransactions being stored in a JSON file being loaded into memory, that ended up making their game more slow and annoying and frustrating to play.
I am super curious if the devs knew about this issue but it just wasn’t fixed because it wasn’t given priority by management, or if the devs genuinely had no clue about this?
The even weirder and funnier thing is I’ve worked with larger JSON files day to day at my job with a much smaller scale than Rockstar/GTA, although I guess it depends on how you work with the files and the fact they were checking string lengths for literally every single piece of data etc.
Are you saying the INSANE GTA Online load time is fixed now?
Back in the old day, I literally just throw my hands up and said “I can’t wait for this shit anymore, I don’t have all day” then rage quit and delete the game.
Rockstar paid the guy like 50K or something for discovering it, and then it was apparently implemented into GTA online. Too bad I quit playing that time black hole years ago.
I watched a YT video about this and they said the guy was paid 10K (way too low imo), a Google search shows different numbers everywhere so it’s hard to confirm. But at least the guy got paid, for sure.
As far as I’m understanding it, the game was using a single threading process to load every single items in the game one by one (over 10 thousands in total), then checking again for duplicate.
Remember that time a random player DRAMATICALLY decreased load times for GTA online after finding bad code that preloaded TONS of game assets? After like, a decade?
Pepperidge Farm remembers…
I believe it was a CSV file of every item in all of the shops (comma separated values) and it was being read and stored into memory single threaded so it was maxing out a single core on the CPU.
JSON, and it had more to do with how they were checking string lengths. But yeah, the general story is that a random dude fixed massive problems with the text parsing.
Found an article that details it again since it was a fun read at the time. Looks like it was 10MB json file and the method to read the lines used the expensive length function you mentioned. It also had other simple optimizations too.
Pretty funny that because of all their microtransactions being stored in a JSON file being loaded into memory, that ended up making their game more slow and annoying and frustrating to play.
I am super curious if the devs knew about this issue but it just wasn’t fixed because it wasn’t given priority by management, or if the devs genuinely had no clue about this?
The even weirder and funnier thing is I’ve worked with larger JSON files day to day at my job with a much smaller scale than Rockstar/GTA, although I guess it depends on how you work with the files and the fact they were checking string lengths for literally every single piece of data etc.
Are you saying the INSANE GTA Online load time is fixed now?
Back in the old day, I literally just throw my hands up and said “I can’t wait for this shit anymore, I don’t have all day” then rage quit and delete the game.
Rockstar paid the guy like 50K or something for discovering it, and then it was apparently implemented into GTA online. Too bad I quit playing that time black hole years ago.
I watched a YT video about this and they said the guy was paid 10K (way too low imo), a Google search shows different numbers everywhere so it’s hard to confirm. But at least the guy got paid, for sure.
As far as I’m understanding it, the game was using a single threading process to load every single items in the game one by one (over 10 thousands in total), then checking again for duplicate.
Writeup: https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/
Good on R* for fixing the bug and paying the bounty. Nintendo would’ve given him the middle finger and a cease and desist.
Rockstar also has a pair of middle fingers: