In early video games, the loading screen was also a chance for graphic artists to be creative without the technical limitations often required for the in-game graphics.[1] Drawing utilities were also limited during this period. Melbourne Draw, one of the few 8-bit screen utilities with a zoom function, was one program of choice for artists.[2]

While loading screens remain commonplace in video games, background loading is now used in many games, especially open world titles, to eliminate loading screens while traversing normally through the game, making them appear only when "teleporting" farther than the load distance (e.g. using warps or fast travel) or moving faster than the game can load.


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Loading screens that disguise the length of time that a program takes to load were common when computer games were loaded from cassette tape, a process which could take five minutes or more.[1] Nowadays, most games are downloaded digitally, and therefore loaded off the hard drive meaning faster load times; however, some games are also loaded off of an optical disc, faster than previous magnetic media, but still include loading screens to disguise the amount of time taken to initialize the game in RAM.

Because the loading screen data itself needs to be read from the media, it actually can increase the overall loading time. For example, with a ZX Spectrum game, the screen data takes up 6 kilobytes, representing an increase in loading time of about 13% over the same game without a loading screen.[1] Recently, however, more powerful hardware has significantly diminished this effect.

The loading screen does not need to be a static picture. Some loading screens display a progress bar or a timer countdown to show how much data has actually loaded. Others, recently, are not even a picture at all, and are a small video or have parts animated in real time.

Variations such as the progress bar are sometimes programmed to inaccurately reflect the passage of time or extended during loading; opting instead for artificial pauses or stutters. This can be done in games for a multitude of reasons including encouraging players to engage with exposition during time away from gameplay and providing the player with an immersive transition between scenes. One notable example of this practice being used is for the real-time strategy game Age of Empires, with programmer Greg Street describing his method of timing visual loading queues with appropriate script queues when loading a randomly generated map.[3][4] Other developers describe the necessity of an artificial loading timer despite technical advancement making modern loading times near-instantaneous to allow the player a smooth transition between gameplay segments.[3] This technique also has grounds in the perceived perception of performance denoted by loading times. This perception of loading times can be altered by factors such as the movement of a progress bar.[5]

Other loading screens double as briefing screens, providing the user with information to read. This information may only be there for storytelling and/or entertainment or it can give the user information that is usable when the loading is complete, for example the mission goals in a game. In fighting games the loading screen is often a versus screen, which shows the fighters who will take part in the match.

Some games have even included minigames in their loading screen, notably the 1983 Skyline Attack for the Commodore 64 and Joe Blade 2 on the ZX Spectrum.One well-known loader game was Invade-a-Load. Another example is "the shop keepers quiz" in Dota 2 which was more of a game finding screen rather than loading screen.

Namco has used playable mini-games during a loading screen. Examples include variations of their old arcade games (Galaxian or Rally-X or for example) as loading screens when first booting up many of their early PlayStation releases. Even to this day, their PlayStation 2 games, like Tekken 5, still use the games to keep people busy while the game initially boots up. Despite the Invade-a-Load prior art, Namco filed a patent in 1995[6] that prevented other companies from having playable mini-games on their loading screens, which expired in 2015.[7][8][9][10][11][12]Recent EA Sports games have "warm up" sessions. For example, FIFA 11 has the player shooting free-kicks solo and NBA Live 10 has 2-player shootouts, while the game loads. NBA Live 08 features a 4-player general knowledge quiz. The PlayStation 3 and Xbox 360 versions of THQ's MX vs. ATV: Untamed lets the player partake in a free-ride session on the test course.

Occasionally with Story Maps projects - they will get stuck in the load screen when you try to view them (just view, not edit). This happens in multiple browsers (Edge, Firefox, Chrome,) and switching to Incognito window doesn't solve it --> attached a couple of screen shots.

since a few days the game is unplayable for me, cause the game stops working on the black loading screen, when starting it. Does anyone have the same problem and suggestions on how to solve this? pls help .j

I was playing campaign and was on mission "Highway of Death". Then I started game the next day to continue the campaign. I resumed the campaign but it was showing loading screen of the mission for a long time. The loading screen was running and showing pulses but not starting the mission. Then I updated my graphics card drivers and restarted shader installation. Now shader installation is stuck at 7% and the game is still stuck on mission loading screen. What should I do?

Having the same issue with all characters since the big update, verifying the files in steam has not helped, the game loads and the character selection comes up ok, I can select a character and click start, then sometimes I get a black screen with the music playing, but usually I get the image of the mourning star above the city with music playing, this will sit for over 5 minutes and then the character appears as it should. Once the game has loaded it runs fine.

@G0901 Outlook won't function properly and could get stuck in the Loading Profile screen if one or more of its files are corrupted. Outlook files can be repaired using an executable in the Outlook installation directory. Right-click the Outlook shortcut, then select Properties. This will open the Properties window. -languages-in-subject-line-and-text-body-uk49s-in-outlook-2003

I have a dbx pa2 drive rack and when it is powered up, it does not go past the loading screen, I have tried a soft reset and a hard reset but when I hold down the utility/store buttons to perform the respectable functions the screen still does not change from the loading screen. I have also tried to update the firmware, the unit goes through the process and says that it was successful in installing the update but when it is finished it remains on the same loading screen. Also when I run the updater again it keeps saying that I am running an older version of the firmware although I have just successfully updated the software. I have tried to run audio through the drive rack and I get no signal from any of the outputs. i have tried holding down the recall button and that changes some text on the loading screen to "SDC USB enabled" but the screen still does not change. Is my drive rack just a paper weight now?

I too am needing to figure out loading screens, since currently my game starts with all low res geometry and textures, which all pop in and frame rate tanks for a couple seconds before going up once loading has finished.

Now comes tricky part regarding pre-loading of streaming textures. documentation states Streaming System will finish streaming all textures before returning control to Movie Player which then dismisses Loading Screen. However I checked engine sources and this is not case! So you will still end up with textures being streamed in while game is already running.

I have loaded into my program an audio file roughly 1 minute in length and 9 pictures that will take up a 1600x900 screen. When I click run in the IDE there is about a 2 second delay before the program runs. My question is, how would I create a loading screen to give the player some feedback that the game is just loading the different assets?

For most things, this works. But not for you, because you are loading a bunch of things in steps 1 and 2, and this takes a while. So long, in fact, that the user is waiting two whole seconds before they get to see the first frame at step 3.

If the printer is stuck at the loading screen, it would point to a problem with the hardware or a job is stuck in queue. You can check any connected computer for jobs waiting in the print queue that need to be deleted. If connected over a network, you can try turning the printer off and on while your router is unplugged to see if the printer starts up. If you are unable to get past the loading screen, it looks like the printer needs service. You can check you available service options by logging into your MyCanon account.

A splash screen that basically loads for 10 seconds while the main vi is loading in the background. After 10 seconds the splash screen goes invisible and shows the MainVi. When the MainVi is closed with FP.Close, the whole program exits.

Right now it shows up the windows for both subvi and Loading screen stacked ontop of each other. Loading screen runs for 10 seconds, then runs straight to the FP.close case structure instead of staying invisible as the MainVi is still running and has not been clicked by user to quit yet.

One last thing is, the loading splash screen exits properly, but the MainVi doesn't. It calls FP.Close but when it closes, it pops up the labview window of that Vi with the menu, run, stop buttons as if developing.

However, eventhough both flat sequence is running; now like before when i click the executable, it would display the icon as running in taskbar but still takes ~10 seconds before opening the vi which now loads the splash screen and waits another 10 seconds, which sorta defeats the purpose of a splash screen. 17dc91bb1f

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