How I cut GTA Online loading times by 70%
It is absolutely unbelievable (and unforgivable) that a cash cow such as GTA V has a problem like this present for over 6 years and it turns out to be something so absolutely simple.<p>I do not agree with the sibling comment saying that this problem only looks simple and that we are missing context.<p>This online gamemode alone made $1 billion in 2017 alone.<p>Tweaking two functions to go from a load time of 6 minutes to less than two minutes is something any developer worth their salt should be able to do in a codebase like this equipped with a good profiler.<p>Instead, someone with no source code managed to do this to an obfuscated executable loaded with anti-cheat measures.<p>The fact that this problem is <i>caused</i> by Rockstar's excessive microtransaction policy (the 10MB of JSON causing this bottleneck are all available microtransaction items) is the cherry on top.<p>(And yes, I <i>might</i> also still be salty because their parent company unjustly DMCA'd re3 (<a href="https://github.com/GTAmodding/re3" rel="nofollow">https://github.com/GTAmodding/re3</a>), the reverse engineered version of GTA III and Vice City. A twenty-year-old game. Which wasn't even playable without purchasing the original game.)