Forum Discussion
motorsep
10 years agoStart Partner
How to comply with 4 sec. initial load rule ?
Currently I use streaming levels. I have a small black room that loads first and then I have main level with all the assets and stuff that loads afterward (streaming in the background I assume). T...
delphinius81
10 years agoRising Star
I can't speak for Unreal, as I mostly do Unity development, but can you do some kind of asynchronous level load that begins at a splash screen? I think the 4-second rule is more about not having a black screen for more than that period of time. If you have something showing up on the screen (splash screens, loading animation, etc.) you can get more time to load your assets. Also, you can consider adding a fade from black effect on level load to get a little bit more time for things to pop-in.
In our app (again, this is Unity based so I'm not sure the equivalent in UE), we have a splash screen that displays an animated logo for a few seconds while the level is loaded into memory (logo zooms in and scales up for at least 3-4 seconds). Once the level is loaded, we turn it on and begin a fade from black camera effect (which takes 2 seconds). This gives us ~5-6 seconds of time to load the level geometry, run initialization code, and do some AI warming/initialization. The screen is never fully black for more than a second or two, but we are able to get lots of initialization time in regardless.
In our app (again, this is Unity based so I'm not sure the equivalent in UE), we have a splash screen that displays an animated logo for a few seconds while the level is loaded into memory (logo zooms in and scales up for at least 3-4 seconds). Once the level is loaded, we turn it on and begin a fade from black camera effect (which takes 2 seconds). This gives us ~5-6 seconds of time to load the level geometry, run initialization code, and do some AI warming/initialization. The screen is never fully black for more than a second or two, but we are able to get lots of initialization time in regardless.
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