What factors or design affect how to load another level faster?

These are the only factors and methods I know, wondering if there is more? For context I’m tryign to figure out a method to load the player in the next level as fast as possible.

  • the number of assets in the next level

  • it is also if the player has an SSD vs HDD? How does this work for multiplayer? as the entire party waits for the slowest loading computer, or everyone just loads in while slowest loading computer is still waiting?

  • async level loading?

  • Is it better to redesign the architecture to do level streaming, so I guess another way to do async level loading?

  • Is it better to redesign the architecture to load in next level’s starting location just to get the other player in it and continue to async load the rest of the level?

Hello there @Hero_Tales!

There are tons of facts to consider when aiming for good performance in your level. Let’s cover the ones you mentioned first:

  • Yes, the number of assets in the next world is important, the more you have, the longer the load time. So optimization for your assets is key, using efficient textures, simpler materials, and optimized geo.

  • SSD are way faster than HDD, and it will indeed affect gameplay, as the group will have to wait for the slowest client. This can be mitigated with the forementioned optimization of assets, or as mentioned in your list, implementing Async Loading to load stuff earlier.

  • As for working with streaming, indeed, world Partition and streaming levels will let you load areas in and out asynchronously, reducing wait time and memory usage.

To further improve performance in your world, please check the following guides, and implement their practices on your project:

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