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3883 points kuroguro | 1 comments | | HN request time: 0.295s | source
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breakingcups ◴[] No.26296724[source]
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.

I do not agree with the sibling comment saying that this problem only looks simple and that we are missing context.

This online gamemode alone made $1 billion in 2017 alone.

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.

Instead, someone with no source code managed to do this to an obfuscated executable loaded with anti-cheat measures.

The fact that this problem is caused by Rockstar's excessive microtransaction policy (the 10MB of JSON causing this bottleneck are all available microtransaction items) is the cherry on top.

(And yes, I might also still be salty because their parent company unjustly DMCA'd re3 (https://github.com/GTAmodding/re3), 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.)

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karmasimida ◴[] No.26299369[source]
It could be that at the time GTA online first publishes, the list as hashmap isn't too much of an issue, due to limited catalog, but get progressively worse as the inventory grows.

Ofc this is just a hypothesis, but I see the hesitation to change legacy code if it ain't broken as a wide spread mentality.

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1. sellyme ◴[] No.26299391[source]
> I see the hesitation to change legacy code if it ain't broken as a wide spread mentality.

Load times measured in double digit minutes on a significant number of machines meets absolutely every reasonable definition of "broken".