Custom loadscreen/transition scenes
This idea might be impossible/possible to implement depending on how the dreams engine is built.
The idea is to have smaller scenes that works as a transition between two normal scenes. The transition scene does not require loading, as it is loaded alongside scene A. This allows the transition scene to immedietly start when you exit scene A. A transition scene automatically exits, when scene B has finishes loading. This can be used to make custom load screens which can be anything from a simple animated looping load bar to small minigames, art or even a small level that a puppet can run around in. The transition scenes have a smaller thermometer (maybe 3x5%).
I have noticed that some people are making fake custom load screens, where there is a timer that counts down, and then exits scene, after which the real loading happens. These transition scenes allow them to make real custom load screens, because the transition scene exits automatically when the next scene has finished loading.
Alternatively, if transition scenes are not possible to implement, we can perhaps specify some logic in scene A to loop until scene B is loaded completely. This way the 'transition scene' is built inside normal scenes.
Although dreams' loading times are super fast, it would be cool to have something else than the couple of effects we are given, like bubbles etc.
As this idea slightly increases the amount of data to load in a dream, it is maybe better to wait for ps5 version. (but Im not sure)
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Yeah... so the way loading works is, the data for the next scene is loaded while the player is closest to that doorway gadget. So it's sorta preloaded. When you trigger the doorway, that stuff swaps into memory. But the most time is taken to rebuild new unique sculpts that weren't already in-memory from the previous scene. Which kinda uses up all the GPU processing while it does so, pretty much.
This means you can get near-instant load times if you have all of the next scene's sculpts in the current scene already. Or you could bring in the heavier more complex sculpts, and at least those will already be in memory and won't add to the load time between scenes.
But--for at least the PS4--it can't run a scene, *and* process new sculpts. Especially not large complex sculpts. So maybe sometime in the future, for the PS5-only. It would be cool to have a setting on the doorway which can trigger preloading that scene, and you have outputs for "it's loaded" and inputs for "go to the scene." So then you could show a loading screen from the current scene, or forward them to a separate loading scene and have the next real scene load in the background, or whatever you like. Very flexible. But that would only work if the system can actually process sculps in the background while running that other scene.
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Good insight! I think we could get loading screens “for free” if they implemented loading/discarding assets at runtime. It has been discussed here before. Basically a way to load and emit an asset while the game is running.
If we got that feature then we could create our own loader container scenes.
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You can actually reduce loading times by having sculpt assets from the next Scene depowered or hidden in the current Scene. So you might as well fill up the graphics Thermo for the first Scene if you've got any to spare, to have as many sculpts preloaded as will fit.
But like TAP said, it's unlikely we'll see any in-Scene preloading in the PS4 version of Dreams, because it's way too demanding on the GPU, similar to real time sculpture animation.
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But if you could use a custom screenshot to make a loading screen, that should require just a few KB of online data and no CPU-GPU power.
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