Waiting at 10 or 15
second long loading screen three or four times to fill up your water tanks would have been a real deal breaker.
Not exact matches
Forty percent of users in one survey said they'd abandon a site that takes
longer than three
seconds to
load.
According to a study, 40 % of people abandon a website that takes
longer than 3
seconds to
load.
How could I find boxes,
load boxes, shuttle boxes to and from my
second story classroom to my small car, get the lesson plans finished, grade the 150 - 200 daily worksheets and quizzes (That's basically all the students did — worksheets, quizzes and tests — all day
long.)
While the Japanese have the
longest life span of the civilized world on a diet containing few milk products, the Swiss are a close
second in the longevity stakes with a diet just
loaded with rich milk products like butter, cream and cheese.
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Long: Herbie: Fully
Loaded • Galaxy Quest (Deluxe Edition) Kris Kristofferson: The Wendell Baker Story New & Recent Releases: Paul Blart: Mall Cop • Army Wives: The Complete
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I remember hearing the Tropical Freeze levels are 2 - 3 times
longer than Returns, so it's not unreasonable that it'd take a few more
seconds to
load that content.
That's a more than acceptable trade - off for extras and menus taking a few
seconds longer to
load.
No
longer do I have to wait five
seconds every time I try to
load up the PlayStation store or take a peek inside my screenshot albums.
So the fact that the Wii U version only takes about 30
seconds longer to
load yet doesn't have to be installed to look good and has great V - sync with no screen tearing is fine with me.
A fully
loaded Touring Elite model, our Odyssey was the perfect companion for
long highway slogs, equipped as it was with leather seats, navigation, a rear - seat entertainment system, three - zone automatic climate control,
second - and third - row sunshades, power sliding doors, and a power tailgate.
GENERAL Vehicle / model: ’17 Jeep Grand Cherokee Trailhawk 4x4 Base price: $ 43,095 Price as tested: $ 53,515 Options as tested: Customer Preferred Package 28J ($ 2,695), Jeep Active Safety Group ($ 1,495), 5.7 L Hemi V - 8 ($ 3,295), Rock Rails ($ 895), Uconnect 8.4 NAV ($ 450), Blind Spot and Cross Path Detection ($ 595), Destination Charge ($ 995) ENGINE Type: Chrysler 16 - valve V - 8 Displacement (ci / liter): 345/5.7 Bore x stroke (in): 3.92 x3.58 Compression ratio -LRB-: 1): 10.5 Intake / FI: Naturally aspirated, sequential multi-port electronic Mfg.'s power rating @ rpm (hp): 360 @ 5,150 Mfg.'s torque rating @ rpm (lb - ft): 390 @ 4,250 Mfg.'s suggested fuel type: Midrange unleaded recommended; regular unleaded acceptable DRIVETRAIN Transmission: ZF 845RE 8 - spd automatic Ratios -LRB-: 1): First 4.71
Second 3.14 Third 2.11 Fourth 1.67 Fifth 1.29 Sixth 1.00 Seventh 0.84 Eighth 0.67 Reverse 3.30 Axle ratio -LRB-: 1): 3.09 Transfer case: MP 3022 2 - spd Low - range ratio -LRB-: 1): 2.72 Crawl ratio -LRB-: 1): 39.6 FRAME / BODY Frame: Steel unibody Body: Steel SUSPENSION / AXLES Front: Short - and
long - arm independent, coil springs, twin - tube coilover shocks, steel upper - and aluminum lower - control arms, stabilizer bar / ZF 7.7 - in Rear: Multi-link, coil springs, twin - tube shocks (with
load leveling for towing), aluminum lower control arm, independent upper links plus a separate toe link, stabilizer bar / ZF 7.7 - in STEERING Type: Electric rack - and - pinion Turns (lock - to - lock): 3.2 Ratio -LRB-: 1): 16.7 BRAKES Front: 13.8x1.3 - in vented disc, two - piston caliper Rear: 13.0x0.9 - in vented disc, single - piston caliper ABS: Four - wheel WHEELS / TIRES Wheels (in): 18x8.0 Tires: P265 / 60R18 Goodyear Wrangler All - Terrain Adventure with Kevlar FUEL ECONOMY EPA city / highway: 14/22 Observed city / highway / trail: 15.7 DIMENSIONS / CAPACITIES Weight (lb): 5,154 Wheelbase (in): 114.8 Overall length (in): 189.8 Overall width (in): 76.5 (84.8 w / mirrors) Height (in): 69.3 Track f / r (in): 63.9 / 64.1 Minimum ground clearance (in): 8.2 (standard height), 10.4 (suspension position # 2) Turning diameter, curb - to - curb (ft): 37.1 Approach / departure angles (deg): 26.2 (standard height) 36.1 (suspension position # 2, air dam off) / 24.0 (standard suspension), 27.1 (air suspension position # 2) Breakover angle (deg): 18.2 (standard height), 22.8 (suspension position # 2) GVWR (lb): 6,800 Payload (lb): 1,190 Maximum towing capacity (lb): 7,200 Seating: 5 Fuel capacity (gal): 24.6 PERFORMANCE 0 - 60 mph (sec): 7.3 Quarter - mile (sec @ mph): 15.6 @ 90.9 Braking 60 - 0 mph (ft): 132.8 Ramp Travel Index (20 - deg, points): 375
The
second - row seat splits 40-20-40, allowing
longer cargo to be
loaded on each side or down the middle.
The tablet took a little
longer to
load LaptopMag.com — about 14
seconds — but that's still pretty swift.
The full version of Laptopmag.com took a little
longer,
loading in an average of 12.2
seconds.
Give the page a few
seconds to
load, because for some reason it takes a little
longer.
It took the Iconia A1 25
seconds to
load the first - person shooter «N.O.V.A. 3,» 8
seconds longer than the average tablet and the MeMO Pad HD 7 (both 17 secs).
That 1 GHz processor (which is slower than the one the Kindle Oasis uses) and just 512Mb of RAM also results in boot - up times of about 15
seconds, the occasional sluggishness when
loading larger files, and some unfortunately
long waits when zooming in and out of a page full of notes and illustrations.
It takes a few extra
seconds to
load initially than it does on a tablet (in the video below it takes
longer than normal to
load because I forgot I was uploading a YouTube video review at the time, and my internet drops to near dial - up speeds when doing so).
In the same location, however, the 3G iPad took a
longer 40
seconds to
load the full versions of CNN and NYTimes.com over AT&T's network.
Another annoyance: The seemingly lengthy (though only
seconds -
long) delay when opening books, during which a book - flipping message appears to indicate the book is
loading.
The full desktop version of Laptopmag.com took
longer,
loading on average in just over 23
seconds.
The NYTimes.com's desktop site took a bit
longer to
load at 12.6
seconds.
The Infuse 4G also took slightly
longer than average to
load web pages; Laptopmag.com
loaded in an average of 15
seconds, the mobile version of ESPN.com took 9
seconds, and the mobile NYTimes site took an average of 4
seconds.
Most of the apps took a
second or two extra to
load and image - heavy apps like Facebook took even
longer.
«Text is tiny and
loads quickly, so people are far more likely to stay on a site if they see that it is
loading, even if some elements — like images — take a few
seconds longer.»
It took a
long time for this game to finally get here, I would have gladly waited another 6 months or so for them to figure out a way to get the
load times in the 10
seconds or less range.
Going off the track in VR Karts for
longer than a few
seconds results in a quick
load and having your position reset back onto the track.
The one thing I really hate in modern gaming is
loading times — I don't mind it if a game takes a while to start up but then it runs great, or if we have the occasional few
seconds here or there — but Monster Energy Supercross seems to take a little too
long to
load up.
The greatest benefit of the PC port isn't the sharper graphics or rock steady framerates, as the
loading times that would often go on for
longer than twenty
seconds in the PS3 version were reduced to mere two - three
seconds at the
longest when the game was installed on my solid state drive.
Loading times are very long, before a mission and also when loading a cutscene, with up to 20 seconds each time which is
Loading times are very
long, before a mission and also when
loading a cutscene, with up to 20 seconds each time which is
loading a cutscene, with up to 20
seconds each time which is a lot.
If you have a
long game that follows the same rules over it's entirety, then making levels for it becomes
second nature for the designers, but if you have
loads of smaller games, each with different requirements then you never get into a rhytm, and have to do a lot more thinking.
Another bone of contention many have with the game are the ridiculously
long loading times, with it not uncommon to sit staring at a black screen with Bloodborne emblazoned upon it for a good forty
seconds or so after each death or transition from one area to another.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per
second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU
load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much
longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as
long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
One of the issues I had was that the game has extremely
long load times (30 - 40
seconds a pop), so it really sucks when players die and die again, only to stare at a black screen for so
long.
This isn't as bad as it sounds since the Xbox version's
loads are only a few
seconds long but it is a minor annoyance.
Loading times on Xbox One are on the
long side, even on the much more powerful Xbox One X. Starting the game and switching between mini games / rides can take several
seconds, especially kids aren't known for patience so that's a shame.
A
loading time of 15
seconds before every fight isn't really what I would call «a tad bit on the
long side», but if they really manage to shorten it significantly until release, it should be okay.
Load times are a few
seconds longer than the PS3 version running with the recommended data install.
Getting to the content creation tools takes less time: 12
seconds - which is still too
long, but relative to MNR's other
load times, feels positively snappy - but exiting the modding area and returning to the hub requires another 25 - 30
seconds every time.
The initial
loading time for the game to boot up is uncomfortably
long, and once you're in the game, each time you enter a new room it stutters noticeably for a few
seconds while all the data in the room is
loaded.
Textures will take about a
second or two to
load in, which isn't that
long at all when you think about it, but noticeable due to the fact that the rest of The Witcher 2's visuals are so wonderfully crafted.
The result is, after a rather lenghty initial caching, you'll never encounter
loading times
longer than two
seconds unless you
load a different save game or play another game in between.
There's far too much
loading present, with a couple
long loading screens for a few
second cinematic moments which is annoying.
The actual results listing would
load quickly, but the Suggested Results and Interactive Timeline panels would take a few
seconds longer to
load.
Around 40 % of people state that if a web page takes
longer than 3
seconds to
load, they leave.
Think With Google, Google's trends and marketing insights arm, says that people are five times more likely to leave a website if it isn't mobile - friendly, and almost half of all users will leave if your site takes
longer than three
seconds to
load.
Therefore, it makes sense to put our measurements in the context of looking at the share of pages per browser that took
longer than 6
seconds to
load.
Installing updates still takes much
longer than on more modern hardware for the same price, and sometimes apps can take a few extra
seconds loading, which adds up over time.
Though the FX6800 has a hotrod Intel processor under the hood, you wouldn't know it during the boot process, where it takes as
long to
load Vista as most other desktops we've tried: about a minute and ten
seconds.