Fact-checked by Grok 2 weeks ago

Loading screen

A loading screen is a graphical user interface element displayed by computer programs, particularly and applications, to indicate that data is being transferred from to and initialized for use, during which time user interaction with the main is typically suspended. These screens serve to mask underlying technical processes—such as asset , , or service startup—while providing visual feedback to users, thereby reducing frustration from delays that can range from seconds to minutes depending on hardware like HDDs versus SSDs. Loading screens trace their origins to early computing eras, when slow media like cassette tapes and floppy disks required visible wait times for program execution, often featuring simple textual or graphical prompts. In , they gained prominence during the transition to optical media in the , as load times extended beyond what cartridges allowed, prompting developers to enhance them with artwork, tips, or to engage players. A notable innovation occurred in 1994 with 's Ridge Racer for , which incorporated an interactive mini-game to entertain users during loads, addressing the tedium of disc-based delays. This led to securing U.S. No. 5,718,632 in 1998 for "auxiliary games" executed via pre-loaded code during main program loading, effectively limiting similar implementations by other developers until the patent expired in 2015. Following the patent's expiration, the use of such minigames has remained limited, as advancements in storage technology and asset streaming have shortened loading times, diminishing the need for extended distractions. In modern , loading screens have evolved into sophisticated progress indicators, including spinners for indefinite waits, determinate progress bars for measurable tasks, and skeleton screens that preview content layouts to set expectations and minimize perceived . These elements align with established response-time guidelines, where delays under 0.1 seconds feel instantaneous, 1 second maintains user flow, and 10 seconds is the threshold for requiring explicit feedback to prevent abandonment. Techniques like —deferring non-essential assets until needed—have further reduced reliance on full-screen loaders in web and mobile software, though they remain essential in resource-intensive environments like open-world games.

Definition and Purpose

Core Definition

A loading screen is a transitional in computer s, particularly and , that displays while the program loads or initializes , such as assets, levels, or resources, from into , thereby preventing user interaction with the main content until the process is complete. This mechanism addresses hardware and software limitations by providing visual feedback during unavoidable delays caused by transfer speeds and processing requirements. Unlike splash screens, which serve as initial startup displays featuring logos or branding before the application fully launches, loading screens are specifically associated with ongoing asset loading processes during transitions or session initialization. Splash screens focus on introductory presentation, whereas loading screens tie directly to data preparation, often appearing between levels or upon entering new areas. In their basic forms, loading screens manifest as static images, progress bars indicating load percentage, or simple text overlays. These elemental designs helped mitigate user frustration by signaling ongoing activity, though modern iterations have evolved significantly.

Functional Role

The primary functional role of loading screens in computer programs is to bridge temporal gaps during the loading of assets and from to , thereby preventing crashes, rendering errors, or blank screens that could occur if users were exposed to incomplete states. This process ensures smooth transitions between levels, scenes, or modes by allowing developers to manage without interrupting the user's visual experience with technical failures. Loading screens also fulfill secondary roles, such as providing feedback on loading progress to keep users informed, delivering in-game lore or educational tips to enhance knowledge, and masking underlying hardware limitations that might otherwise extend visible wait times. For instance, progress indicators like visual bars communicate the status of asset streaming, while lore elements in games such as the Total War series offer contextual narrative snippets, and tip systems in titles like Europa Universalis IV educate players on mechanics during downtime. These features transform potentially idle moments into opportunities for engagement without requiring additional resources. Psychologically, loading screens manage user expectations by offering visible progress cues, which reduce frustration and create an illusion of efficiency during waits. This "labor illusion" effect makes delays feel shorter, as demonstrated in studies where progress bars decreased perceived wait times compared to no feedback, fostering a sense of ongoing activity even amid hardware constraints. Visual progress bars, as a common implementation, further amplify this by signaling predictable completion, thereby maintaining patience and flow.

Historical Development

Early Implementations

The earliest implementations of loading screens emerged in the late 1970s alongside the rise of affordable home computers that relied on cassette tapes for data storage and program loading. Systems like the Model I, introduced by in 1977, required users to connect a standard audio cassette player to load games and software, often displaying basic textual prompts such as "LOADING" or simple flashing patterns on the monochrome screen to indicate progress. These loads were notoriously slow, typically taking 3 to 12 minutes due to transfer rates of approximately 60 bytes per second, turning the process into a ritual of anticipation fraught with risks of errors from tape quality or misalignment. Arcade games from the same era, such as those running on dedicated hardware like the 1972 cabinet, generally avoided loading screens altogether, booting instantly from chips, while early cartridge-based consoles like the 1977 offered near-immediate starts without disk or tape delays. By the , the shift to storage in personal computers introduced more structured loading experiences, particularly in adventure games developed by studios like Sierra On-Line. (1984), one of the first graphical adventure titles for the and compatible systems, loaded from 5.25-inch via a booter mechanism that displayed static artwork, such as the game's crown logo, accompanied by minimal text indicators during the decryption and initialization process. This era's loads, while faster than cassettes at around 10-20 seconds per disk side, still necessitated frequent disk swaps for multi-disk games, with screens serving primarily to prevent user impatience rather than providing detailed feedback. Home computers like the and Commodore 64 continued cassette use for budget titles, featuring colorful border flashes or rudimentary progress bars, but marked a step toward visual embellishment to mask hardware limitations. The transition to in the early 1990s brought significantly longer loading times due to the medium's vast capacity and slower seek speeds of 150 KB per second, prompting the introduction of basic progress indicators in multimedia titles. (1993), a pioneering adventure game by , exemplified this shift, with loads between scenes often featuring subtle on-screen cues like linking book animations or percentage bars to convey data streaming from the disc. Developers optimized file placement on the CD to minimize delays, but the technology's novelty meant screens were simple and functional, focusing on rather than entertainment during waits that could exceed 30 seconds per transition. These early implementations laid groundwork for more sophisticated designs in subsequent decades.

Modern Evolution

In the 2000s, loading screens began evolving toward more seamless integrations in open-world games, where developers employed streaming technologies to load assets dynamically during gameplay, minimizing interruptions through in-game transitions rather than discrete screens. (2001) marked a pivotal shift by introducing a vast, explorable urban environment that used level-of-detail rendering and background asset streaming to allow continuous player movement across the city, with loading confined primarily to mission starts or interior entries rather than broad area shifts. This approach contrasted with earlier linear titles and set a precedent for immersive worlds, influencing subsequent series entries like (2004), which further refined these techniques for larger maps. The proliferation of platforms in the late 2000s and 2010s, alongside the adoption of solid-state drives (SSDs), significantly curtailed loading durations, often rendering traditional screens obsolete or brief in many titles. Digital storefronts like and the enabled faster initial installations and patches without physical media bottlenecks, while SSDs reduced game boot times by approximately 25% and start times by 20% compared to hard disk drives (HDDs), according to a 2012 study. In The Legend of Zelda: Breath of the Wild (2017), SSD-equipped systems like the Nintendo Switch's internal storage cut area transition loads by up to 5 seconds compared to slower media, allowing hidden or abbreviated screens that preserved the game's expansive exploration flow. These advancements prioritized fluidity, with developers leveraging SSD bandwidth for on-demand asset during play. Mobile and online gaming trends from the amplified this evolution, favoring instant or minimal loads in lightweight browser-based titles while retaining prominent screens in resource-intensive applications. Browser games, often built on and , achieve near-immediate starts by streaming small asset packages over the , eliminating upfront loads entirely in examples like (2015). Conversely, high-fidelity mobile open-world games such as (2020) employ persistent loading screens for region transitions and initial launches, necessitated by complex graphics and network synchronization, with mobile versions experiencing delays up to several minutes on lower-end devices due to asset decompression and server pings. This duality reflects platform constraints, where mobile hardware limits push visible indicators, even as cloud optimizations aim to shorten them. Subsequent next-generation consoles, such as the and Xbox Series X in 2020, introduced ultra-fast SSDs that effectively eliminate traditional loading screens through advanced streaming techniques like DirectStorage. The 2, released in 2025, further demonstrated this with load times up to five times faster in legacy titles like Breath of the Wild.

Design Components

Visual Indicators

Visual indicators in loading screens serve to communicate the status of data loading to users through graphical elements, helping to manage expectations and reduce perceived wait times. These indicators typically include progress bars that visually represent the loading process, allowing players to gauge how much time remains before gameplay resumes. Progress bars fall into two primary categories: determinate and indeterminate. Determinate progress bars display an accurate measure of completion, such as a filling bar or percentage counter, which is effective when the total loading workload is known in advance. In video games, this type is common for area transitions or level loads where developers can track file decompression or asset streaming precisely, as exemplified by the percentage-based bar in the original Final Fantasy VII (1997) during disc swaps and scene changes. Indeterminate progress bars, on the other hand, use animations like spinning wheels, pulsing dots, or oscillating lines to signal ongoing activity without specifying duration, suitable for variable or unpredictable loads such as network-dependent content. These are used in some modern titles where connection times fluctuate, providing reassurance that the process has not stalled. Beyond progress indicators, background visuals incorporate themed artwork, subtle animations, or previews of the game's environment. These elements can immerse players in the game's aesthetic during waits, often featuring static illustrations of characters, landscapes, or key locations to bridge narrative gaps. For instance, many role-playing games use artwork that foreshadows upcoming scenes, maintaining thematic consistency and reducing frustration from abrupt pauses. Text overlays complement these visuals by delivering contextual information, such as gameplay tips, achievement unlocks, or lore snippets, turning downtime into an educational or entertaining interlude. In the Civilization series, loading screens prominently feature historical facts, strategic advice, and civilization-specific lore to deepen player understanding and excitement for the session ahead. This approach not only informs but also reinforces game mechanics without interrupting core play.

Interactive Elements

Interactive elements in loading screens refer to features designed to solicit user input, transforming passive wait times into opportunities for light engagement that can mitigate frustration and boost retention. These elements typically involve simple, non-disruptive interactions that do not interfere with the underlying loading process, such as clicking, swiping, or selecting options, often layered over visual backdrops to maintain . One common implementation is clickable or quizzes, which encourage players to interact with educational or entertaining content during loads. In later expansions of , loading screens feature interactive elements like clickable lore that players can explore to learn about or story elements, fostering curiosity without requiring deep commitment. This approach has been praised for enhancing player knowledge retention. Customization options represent another key interactive category, allowing users to tweak preferences or review assets mid-load to prepare for . The Mass Effect series incorporates elevator sequences that mask loading times, during which players can engage in conversations with squadmates to build relationships or discuss missions, providing during transitions. Developers at highlighted this as a deliberate design choice to empower players during transitions, reducing perceived wait times. Gesture-based interactions have gained prominence in mobile , offering tactile engagement suited to touch interfaces. Interactive elements in mobile games can create rewarding discovery mechanics tied to the game's theme.

Common Variations

Minigames and Activities

Loading screens incorporating minigames transform mandatory wait times into engaging, playable experiences, allowing players to interact with lightweight gameplay mechanics while assets load in the background. These auxiliary activities, often simple and self-contained, serve to mitigate player frustration by converting perceived into moments of or mild challenge, thereby maintaining and in the overall session. Early examples include Invade-a-Load (1987), a Space Invaders-style shooter that ran concurrently with loading processes on the Commodore 64, providing a retro arcade diversion without interrupting the main program's initialization. In Ridge Racer for the PlayStation (1994), players could engage in a full Galaxian arcade game between races, offering a thematic nod to Namco's arcade heritage while the next track loaded from CD-ROM. More modern implementations appear in Onechanbara (Xbox 360, 2009), where a 2D side-scroller mirrors the main game's zombie-slaying action, and Splatoon (Wii U, 2015), which features original 8-bit minigames on the GamePad controller that tie into the squid-themed shooter. Following the 2015 patent expiration, newer titles like No More Heroes 3 (2021) include interactive elements such as bouncing the logo during loads to engage players. Such minigames often emphasize humor or quick skill-building, like rapid reflex tests or parody challenges, to inject levity and prevent boredom during extended loads common in open-world or high-fidelity titles. Designers prioritize minigames that are optional and non-intrusive, ensuring they run parallel to loading without artificially prolonging wait times or requiring additional resources that could exacerbate delays. This approach allows to opt in for —such as skipping to resume the main game—or use the activity for practice, turning passive waiting into active engagement without compromising performance. For instance, minigames are typically coded to be lightweight, loading from minimal auxiliary code to avoid competing with core asset streaming. These elements align with broader interactive trends in loading interfaces, where subtle player agency enhances perceived pacing.

Narrative Cutscenes

Narrative cutscenes during loading screens integrate with technical loading processes, transforming into opportunities for advancement and enhancement, particularly in expansive RPGs where narrative depth is central. By playing pre-recorded or rendered video sequences, these cutscenes deliver exposition, character development, or recaps, allowing players to remain engaged without breaking the through static wait indicators. In RPGs like (2015), developed by CD Projekt RED, loading screens feature short animated cinematics narrated by the bard Dandelion, providing contextual "story so far" recaps of recent events to reorient players and sustain narrative momentum. This design choice supports immersion in the game's intricate plot, especially for sessions interrupted by real-life breaks, while subtly masking brief load times during or area transitions. CD Projekt RED aimed for fluid gameplay with minimal disruptions, limiting noticeable loads to specific triggers like game start or death, and using these sequences to fill any residual wait without explicit progress bars. Two primary types of narrative cutscenes exist: (FMV), which consists of pre-rendered cinematic videos offering superior visual fidelity and lighting beyond capabilities, and dynamic in-engine renders, which generate scenes using the game's own engine for seamless stylistic consistency. cutscenes excel in delivering polished, movie-like quality that can highlight dramatic moments, but they increase file sizes due to video needs and fail to adapt to varying hardware, potentially causing playback issues on lower-end systems. Conversely, in-engine renders promote visual harmony with assets and allow for hardware scaling, though they demand more processing power during loading, risking performance dips if not optimized, and may appear less detailed compared to dedicated renders. Effective integration of involves calibrating their duration to align closely with expected load times, creating a perception of where the concludes just as the next section becomes accessible. This technique, common in modern design, avoids premature endings that reveal loading or prolonged waits that disrupt pacing, thereby reinforcing the illusion of a . For instance, developers balance cutscene length against variable factors like distance traveled or speed to ensure broad across platforms.

Technical Aspects

Loading Time Factors

The duration of loading screens in is primarily influenced by capabilities, which determine how quickly data can be read, processed, and transferred into . Storage type plays a critical role, as solid-state drives (SSDs) offer significantly faster random read speeds and lower latency than traditional hard disk drives (HDDs) due to the absence of components. For instance, SSDs can reduce load times in demanding titles by accessing scattered game files more efficiently, often cutting durations from tens of seconds on HDDs to under 10 seconds. Processor speed, encompassing both central processing unit (CPU) and graphics processing unit (GPU) performance, further affects loading by handling decompression, initialization, and rendering preparation of assets during the load phase. Higher clock speeds and more cores in modern CPUs accelerate these computations, with studies showing that upgrading from mid-range to high-end processors can shorten load times by 20-50% in CPU-bound scenarios. Similarly, powerful GPUs contribute by preprocessing graphical data, though their impact is more pronounced in games with heavy visual demands. RAM capacity and speed influence asset streaming, where game elements like textures and models are incrementally loaded to avoid overwhelming system resources. Insufficient forces reliance on slower swaps from storage, increasing load durations, whereas 16GB or more enables smoother streaming in memory-intensive environments, reducing hitches and overall wait times by facilitating quicker data caching. On the software side, the complexity of game assets directly impacts loading times, as more intricate elements require greater processing and storage bandwidth. In AAA titles, high-poly models with millions of polygons and detailed textures enlarge file sizes, prolonging the time needed for decompression and loading into memory compared to simpler low-poly alternatives. Code efficiency also matters, with optimized algorithms for data handling—such as efficient asset bundling and minimal redundant computations—reducing overhead; poorly structured code can inflate loads by up to several seconds through inefficient memory allocation. Game design choices, particularly world scale, contribute to loading variability by dictating the volume of data to preload. Open-world games necessitate loading vast datasets for seamless , resulting in initial load times of 30 seconds to several minutes depending on , unlike linear levels in corridor-based titles that confine assets to smaller, predefined segments for quicker transitions.

Optimization Methods

Developers employ various optimization methods to minimize or eliminate loading screens by improving and data access efficiency. These techniques focus on incremental loading, efficient storage, and hardware-tailored I/O operations, allowing seamless transitions in open-world and large-scale games. Level streaming enables the and unloading of game world sections as players move, preventing the need for full-level reloads. In open-world titles like the series, this involves dividing the environment into chunks or sublevels that load based on player proximity, using tools to selectively stream assets such as terrain, NPCs, and textures. For instance, in , developers utilized selective loading of specific world areas to isolate issues and maintain , supported by automated of streaming speeds and usage. This approach reduces initial load times by prioritizing visible or imminent content, with engines like Unreal providing fine-grained control over streaming volumes and priorities to avoid hitches. Data compression reduces asset file sizes for faster transfer from storage, while caching and preloading store frequently used or non-critical assets in or on disk to bypass repeated I/O operations. Algorithms like LZ77, which form the basis of and LZMA compression, replace repeated data sequences with references, achieving significant size reductions in textures, models, and audio without loss. In , AssetBundles default to LZMA for minimal download sizes during initial loads, then switch to LZ4 chunk-based for runtime caching, allowing partial of only required assets and speeding up subsequent access by up to several times compared to full . Preloading non-critical assets, such as background audio or distant environmental elements, occurs in parallel during or menus, using caches to ensure instant availability and minimize foreground stalls. Hardware-specific optimizations account for differences between consoles and PCs, leveraging platform-unique features for I/O efficiency. Consoles like the use custom SSD architectures with hardware to achieve rapid asset streaming, which can result in shorter loads than equivalent untuned PC setups, though specific implementations vary. On PC, the DirectStorage API, released in March 2022, bypasses CPU bottlenecks by enabling direct GPU-NVMe SSD communication, allowing thousands of parallel asset requests and reducing load times by up to 40% or more in supported titles as of 2022. For example, in ports like (as of 2021), PC NVMe drives load levels in 9.5 seconds versus 33.5 seconds on PS5 running in backwards compatibility mode, highlighting how PC optimizations like DirectStorage can outperform certain console baselines when hardware is optimized; the 2025 improved PS5 loads to around 32-42 seconds. Console ports, however, benefit from fixed specs that simplify uniform streaming pipelines, contrasting PC's variable configurations. As of 2025, DirectStorage 1.2 with enhanced GPU is integrated in more titles, further reducing loads in engines like Unreal Engine 5.

User Experience Impact

Benefits to Engagement

Well-designed loading screens enhance player by providing educational value through tips that teach , thereby building skills and confidence during otherwise idle periods. UX researcher Celia Hodent notes that loading screens can convey text by focusing on game goals to manage , though they may be less effective for retention due to lack of context. This approach helps players internalize strategies, leading to smoother progression and reduced frustration in subsequent . Themed content in loading screens also maintains by reinforcing world-building, fostering greater emotional investment in the game's and universe. By integrating , artwork, or environmental animations, these screens bridge transitions seamlessly, preventing abrupt breaks in the player's mental engagement with the story. A study on VR loading interfaces found that interactive elements significantly increase enjoyment and reduce perceived wait times compared to static displays (p < .001). Examples include Assassin's Creed series memory corridors, which embed loading within narrative-driven animations tied to the historical , deepening players' empathetic ties to protagonists. Empirical data underscores how engaging loading screens contribute to reduced churn rates and sustained retention. Research on interactive loading designs in VR games demonstrates that they shorten perceived wait times, boost positive emotions, and heighten overall engagement, with participants showing 2.3 times higher enjoyment scores than with passive screens. In multiplayer titles like League of Legends, the client employs dynamic loading interfaces with stats, tips, and previews, correlating with improved player retention by minimizing disengagement during queues. A user study further revealed that optimized loading experiences elevate quality of experience (QoE) scores by up to 0.75 points on a 5-point scale for every 50% reduction in effective wait perception, directly supporting longer play sessions. Interactive variations, such as minigames, amplify these gains by sustaining activity levels.

Drawbacks and Criticisms

Loading screens can contribute to repetition fatigue, where frequent exposure to the same tips, artwork, or animations leads to and reduced over extended play sessions. On mobile platforms, these waits exacerbate as the screen remains active and the handles background loading, potentially shortening playtime for users on lower-end devices. In the era of high-speed and SSD storage, loading screens are often critiqued as outdated design choices that interrupt immersion, with remakes like (2020) facing backlash for using contrived crawl spaces and hallways to mask loads, perceived as lazy padding rather than seamless transitions. While optimization techniques aim to shorten these interruptions, they do not fully eliminate the underlying frustrations.

References

  1. [1]
    What goes on behind the loading screen | PC Gamer
    Dec 10, 2015 · When you see a loading screen, what's usually going on is that it's hiding the steps being taken by the application: it's what you see when data ...
  2. [2]
    Loading-screen Definition & Meaning - YourDictionary
    Loading-screen definition: (computing, dated) A graphical display shown while a program loads (e.g. from cassette tape), comparable to the splash screen in ...
  3. [3]
    A secret slice of loading screen history - Polygon
    Jan 13, 2015 · Over on Gamasutra, video game legal specialist David Hoppe tells an interesting story about how Namco nabbed a patent on loading screen ...
  4. [4]
    US5718632A - Recording medium, method of loading games ...
    This invention relates to a recording medium, a method of loading a games program code means, and a games machine.
  5. [5]
  6. [6]
    Progress Indicators Make a Slow System Less Insufferable - NN/G
    Oct 26, 2014 · Always use a percent-done progress indicator for activities that take a while to load, and give them sufficient prominence on the screen so ...
  7. [7]
    Skeleton Screens 101 - NN/G
    Jun 4, 2023 · A skeleton screen is a design pattern used to indicate that a page is loading while providing users with a wireframe-like visual that mimics the layout of the ...
  8. [8]
    Response Time Limits: Article by Jakob Nielsen - NN/G
    Jan 1, 1993 · There are 3 main time limits (which are determined by human perceptual abilities) to keep in mind when optimizing web and application performance.
  9. [9]
    From Pixels to Patents: A Video Game Loading Screen History
    Aug 11, 2025 · Explore the surprising Video Game Loading Screen History. From simple pixelated progress bars to the interactive mini-games and patents that ...
  10. [10]
    The secret art of the video game loading screen, and why they won't ...
    Mar 21, 2019 · Part of the reason that load times get longer is because the art assets are bigger, more sophisticated, and require more memory.<|control11|><|separator|>
  11. [11]
    loading screen - Wiktionary, the free dictionary
    ... loading ... (computing, dated) A graphical display shown while a program loads (e.g. from cassette tape), comparable to the splash screen in modern software.
  12. [12]
    Display a splash screen for more time - UWP applications
    Oct 20, 2022 · This extended screen imitates the splash screen shown when your app is launched, but can be customized. Whether you want to show real-time ...
  13. [13]
  14. [14]
    A Proposed Taxonomy for the Design Qualities of Video Game ...
    Jun 21, 2023 · Conference PaperPDF Available. A Proposed Taxonomy for the Design Qualities of Video Game Loading Interfaces and Processes. June 2023. DOI ...
  15. [15]
    Game Design Rules: Loading Screens - Game Developer
    Jan 26, 2009 · 1. Loading screens must be placed where they will have the least effect on the game's pacing. Do not place a full-screen, animated slideshow, text-ridden, ...
  16. [16]
    Why progress bars can make you feel better - BBC
    Dec 5, 2019 · “They are there because in the absence of progress bars people don't know when the service is going to be delivered,” says Buell.
  17. [17]
  18. [18]
    The Effects of Various Loading Screens on Perceived Performance
    May 7, 2016 · This study is the first to examine the effect of animated loading screens on perceived wait time as compared to the popular progress bar.
  19. [19]
    The Easy Roll and Slow Burn of Cassette-Based Software
    May 2, 2023 · The era of cassette-based loading, where actual audio tapes could have data stored on them, and played back to load into computers.
  20. [20]
    The TRS-80 Model I
    The TRS-80 Model I, introduced in 1977, was a mass-marketed microcomputer with a Z80 processor, 4K RAM, and cassette storage, and was the first that an average ...
  21. [21]
    Click, whir, ping: the lost sounds of loading video games
    Aug 27, 2019 · From the Apple II to the ZX Spectrum, the aural experience of loading a game from a cassette, disc or cartridge was all part of the fun.
  22. [22]
    Playing King's Quest and King's Quest II Booters - Nerdly Pleasures
    Nov 4, 2013 · Each game would need the original first floppy disk, the key disk, to pass the copy protection check and decrypt the executable. King's Quest - ...
  23. [23]
    Video: How Myst's designers stuffed an entire universe onto a single ...
    Jan 28, 2020 · Myst's visuals lived at the cutting edge of what interactive CD-ROM technology could deliver at the beginning of the multimedia age.
  24. [24]
    Immersive slowness or why I added artificial loading times for Myst ...
    Jul 19, 2021 · After activating this feature, it adds a delay between the different screen transitions in order to simulate the loading times of a real CD-ROM ...
  25. [25]
    Roam free: A history of open-world gaming - Ars Technica
    Mar 25, 2017 · Games were approaching the ambition of Hollywood. Nowhere was that more apparent than in Driver contemporary Shenmue (2000)—another open-world ...
  26. [26]
    [PDF] On the Performance of Games using Solid State Drives
    Analysis of the results shows SSDs compared with HDDs provide a 25% improvement to game boot times and game start times, but no ... From the figure, the SSD read ...
  27. [27]
    Does the digital copy of the game load any faster than off the disc ...
    Rating 97% (109) Jun 21, 2017 · It's faster if you have it on Switch's internal SSD, but micro sd card comes in second. Not a ton though. Internal SD can save up to 5 seconds ...The load time comparisons are coming in, and Wii U is faster overall.Long Loading Times - The Legend of Zelda: Breath of the WildMore results from gamefaqs.gamespot.com
  28. [28]
    How SSDs Impact Gaming - Intel
    The benefit is clear: SSDs can save you a few minutes of loading time in every play session and hours of waiting in the long term. Smoother gameplay. Many ...
  29. [29]
    CDNs in Online Gaming - How to Drive Performance - CacheFly
    Dec 6, 2023 · Learn how CDNs in online gaming improve the user experience, making it smoother and better by reducing latency.
  30. [30]
    How to Fix Genshin Impact Stuck on Loading Screen?
    Jun 18, 2024 · Genshin Impact getting stuck on the loading screen is predominantly caused by network issues: Slow or unstable internet connection. Server ...
  31. [31]
    Found the solution to the mobile loading problem!! Genshin Impact
    1. Go to the Apps and Notifications section in your Settings app. 2. Go to "View all apps" and look for Android System WebView.
  32. [32]
    Progress Indicators: 4 Common Styles | by Nick Babich | UX Planet
    Sep 27, 2022 · Indeterminate indicators visualize an unspecified wait time (i.e., loading spinner), while determinate indicators display how long an operation ...
  33. [33]
    From the Devs: Loading Screen & Future UI | CIV VII
    Set the Stage. This screen establishes the context and tone for the experience that follows. · Empower the Player. The Loading Screen is an opportunity to arm ...
  34. [34]
    2015: The Year We Get Loading Screen Mini-Games Back
    Jan 9, 2015 · Namco's patent, US Patent 5,718,632, was filed in 1995 and is thus set to expire in 2015. ... It seemed like a great feature for future disc-based ...
  35. [35]
    Video game loading screens could soon have minigames - WIRED
    Dec 2, 2015 · The expiration of a decades-old patent could lead to waiting for video games to load becoming a lot less boring.
  36. [36]
    Let's Discuss Gaming's Best Loading Screens, Before this Loading ...
    May 19, 2020 · I thought I'd take some time to think back on my favourite loading screens from games over the years, before we sprint ahead into the seamless gameplay future.
  37. [37]
  38. [38]
    Waiting to Play - Measuring Game Load Times and their Effects on ...
    Jul 5, 2024 · Results from our subsequent measurement experiment show the potential to reduce game load times through hardware upgrades – type of processor ...Missing: software | Show results with:software
  39. [39]
    AMD vs Intel CPUs for Game Loading - TechSpot
    Oct 26, 2020 · We know Intel processors have superior single-thread performance, as well as higher frequencies, which can impact game performance when CPU limited.
  40. [40]
    ​The Impact of RAM on Game Loading Times: Benchmarks and Tips
    Jul 18, 2024 · RAM loads game assets and manages level data. Faster RAM allows quicker data retrieval, reducing loading times, especially for open-world games.
  41. [41]
    High Poly vs Low Poly: Which Works Best for Your Project?
    Mar 21, 2025 · Big file size and optimization issues: High polygon modeling increases file sizes, slowing down the storage and loading times of your projects.
  42. [42]
    High-Poly vs. Low-Poly: Workflow Tips for Efficient Game Art
    Sep 23, 2025 · low-poly modeling. High-poly models are very detailed but take a long time to load because they have millions of triangles. Low-poly models and ...
  43. [43]
    The Role of Compiler Optimization in the Gaming Industry
    Compiler optimization helps reduce loading times by making sure the code is as efficient as possible, allowing games to start and load levels more quickly.
  44. [44]
    [PDF] Waiting to Play – Measuring Game Load Times and their Effects on ...
    Analysis of the measurements shows that processor and graphics card have a significant effect on game load times, while storage device type less so. With the ...
  45. [45]
    Why do massive open world games have no load times? - Quora
    Jul 25, 2021 · Simply put, because of technical limitations. The game world must be loaded into the memory to be able to play it, but: Textures, geometry, ...How do open world games go without interstitial loading screens?Is there any game that has no loading screens? - QuoraMore results from www.quora.com
  46. [46]
  47. [47]
    Level Streaming Deep Dive | Epic Developer Community
    Jun 11, 2025 · The level streaming system allows control over the loading and activation of gameplay content that has been placed into one or more streaming levels.
  48. [48]
    Building the World of Assassin’s Creed Origins
    ### Summary of Asset Loading, Level Streaming, and Optimization Techniques in Assassin's Creed Origins
  49. [49]
    Level Streaming: How Games Create Massive Worlds ... - Wayline
    May 10, 2025 · Level streaming is essentially the art of dynamically loading and unloading sections of a game world as the player moves through it. Think of it ...
  50. [50]
    AssetBundle compression - Unity - Manual
    Apr 28, 2023 · By default, Unity creates AssetBundles with LZMA compression, and caches them with LZ4 compression. This section describes both compression ...Missing: LZ77 | Show results with:LZ77
  51. [51]
    Enhancing unity-based AR with optimal lossless compression for ...
    Dec 19, 2024 · Gzip utilizes the DEFLATE compression algorithm, which combines LZ77 (Lempel-Ziv 77) and Huffman coding techniques to achieve efficient ...
  52. [52]
    DirectStorage API Now Available on PC - DirectX Developer Blog
    Mar 14, 2022 · Starting today, Windows games can ship with DirectStorage. This public SDK release begins a new era of fast load times and detailed worlds ...
  53. [53]
    Days Gone PC: a quality conversion that elevates the console ...
    May 18, 2021 · For game loading in general, a 9.5 second load time on a fast NVMe PC SSD takes PS5 33.5 seconds by comparison, so I assume that this is an area ...
  54. [54]
    The Gamer's Brain, Part 2: UX of Onboarding and Player ...
    Mar 22, 2016 · A deep dive on the UX of onboarding and player engagement. Part of a longer talk from GDC 2016 on the psychology of user experience.
  55. [55]
    Game Mechanics (Portal 2) - Valve Developer Community
    Dec 21, 2024 · The mechanics of the Portal series each revolve around moving the player or items from one place to another in a non-intuitive manner.
  56. [56]
    [PDF] Perceived Speed, Frustration and Enjoyment of Interactive and ...
    Forced breaks, i.e., loading screens, can have a negative impact on the user experience of an application. Users seem to dislike them that much, that in free-.
  57. [57]
    How developers keep up immersion even during loading screens
    Apr 20, 2025 · Immersion is so important to video games, so how can developers keep immersion up even during the dreaded loading screen?
  58. [58]
    Effects of interactive loading interfaces for virtual reality game ...
    The results showed that interactive interfaces shortened users' perception of waiting times, and increased positive emotions and decreased negative emotions.
  59. [59]
    Loading Screen of League of Legends. - ResearchGate
    This paper aims to analyse some discrimination faced by video games and video game culture and provide some suggestions on how to reduce such discrimination.
  60. [60]
    The Psychology of Loading Screens: Do They Calm or Frustrate ...
    Sep 4, 2025 · Yes. By providing tips, calming visuals, or immersive lore, they can prepare players mentally. Instead of breaking immersion, well-designed ...
  61. [61]
    Video Game Accessibility: Gaming for All - Accessibility Checker
    Aug 21, 2024 · Games that rely heavily on visual cues, small text, or color-coded information can be inaccessible to players with low vision, color blindness, ...
  62. [62]
    How to Fix Battery Drain in Gaming and Streaming Apps - HeadSpin
    Jun 26, 2025 · Discover how HeadSpin helps detect and reduce battery drain in gaming and streaming apps through real device testing.
  63. [63]
    Does Final Fantasy VII Rebirth Have a Crawl Space Problem?
    Feb 21, 2024 · One aspect of Final Fantasy VII Remake that was near-unanimously despised was its excessive use of crawl spaces to mask loading screens.
  64. [64]
    Ex-Bethesda Veteran Explains Why Its Games Like Elder Scrolls ...
    May 1, 2025 · Fast travel is always a loading screen, although it can be made faster with more powerful hardware. Sometimes just leaving one area and going to ...