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205 points samspenc | 1 comments | | HN request time: 0s | source
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Sharlin ◴[] No.45147603[source]
Hmm, so what exactly is stored in that gigabyte of tooltips? Even 100,000 tooltips per language should take maybe a few tens of megabytes of space. How many localizations does the editor have?
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lukan ◴[] No.45147729[source]
It is not the text data. It is that every tool tip gets made into an UI element.

"Firstly, despite its name, the function doesn’t just set the text of a tooltip; it spawns a full tooltip widget, including sub-widgets to display and layout the text, as well as some helper objects. This is not ideal from a performance point of view. The other problem? Unreal does this for every tooltip in the entire editor, and there are a lot of tooltips in Unreal. In fact, up to version 5.6, the text for all the tooltips alone took up around 1 GB of storage space."

But I assume the 1GB storage for all tooltips include boilerplate. I doubt it is 1 GB of raw text.

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1. Sharlin ◴[] No.45147819[source]
Yes, I meant the size on disk. I presume the serialization format isn't the most efficient possible. But I can't think of any particular boilerplate that you'd want to store in a file that's just supposed to store localization strings.