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Detis Engine load times... Blink and you'll miss it.

19,010 views • 17 days ago •via X (Twitter)

31 Comments

Ioannis Koukourakis's profile picture
Ioannis Koukourakis17 days ago

Apparently, there’s a real phenomenon where the modern average user associates long loading screens with "higher quality" software... Guess I'll have to add a fake progress bar to slow the startup down just to convince people it's actually good.

WireWhiz's profile picture
WireWhiz17 days ago

The actual potential of modern software

Višnevecki's profile picture
Višnevecki17 days ago

This speed should become mainstream for software

Ioannis Koukourakis's profile picture
Ioannis Koukourakis17 days ago

I was literally just thinking about that:

brock's profile picture
brock17 days ago

could you give a technical overview on how you made it so fast?

Ioannis Koukourakis's profile picture
Ioannis Koukourakis17 days ago

Planning a few deep-dive posts once the alpha is locked in. Basically, there's zero import pipeline. It reads raw data straight from .glb/.gltf files and a slightly customized .dds texture format.

Nabil KH's profile picture
Nabil KH17 days ago

@brockliddicoat interesting , how long does it take to load the Sponza Scene ? , right now im working on exactly this ( speeding up load time ) :

Ioannis Koukourakis's profile picture
Ioannis Koukourakis17 days ago

@brockliddicoat Took me a while to find, I had to recover the map from a previous build! But yeah, similar speed. Take a look at how the fastgltf library is doing it. Awesome UI you have there btw 👏

Ioannis Koukourakis's profile picture
Ioannis Koukourakis17 days ago

@brockliddicoat Just to clarify, the engine isn't preloading data on startup. Only loads the data it needs for each map on demand, so what you see is the true load time from scratch.

Can's profile picture
Can17 days ago

The startup speed is genuinely impressive. Does the engine currently have systems for dependency tracking, asset validation, automated optimization, hot reloading, and platform-specific preprocessing, or are those not implemented yet?

Ioannis Koukourakis's profile picture
Ioannis Koukourakis17 days ago

That’s a lot to break down! Let's see: First off, I should note that Detis is a hyper-focused toolset built specifically for fast iteration with solo and small-team devs in mind, targeting PC. Hot reloading is fully supported for everything except mesh files, which is planned for later. Then again, restarting takes a fraction of a second anyway. Dependency tracking and validation are handled lightweight at launch. If an asset is wrong or missing, the engine drops a clear visual placeholder (if required), prints the errors into a clean log for the user, and keeps running so your workflow doesn't freeze. It intentionally skips standard import pipelines entirely. It feeds on raw data directly from .glb files and textures in a slightly modified .dds format. This is both to aid speed and to make modding as accessible as possible for the end user. It is primarily a toolset I built for myself to speed up my own projects and escape the insanity of today's general-purpose engine bloat. So it isn't aiming at 100-person AAA studios, and it's not trying to be another general-purpose engine. Quite the contrary. Good questions btw!

Can's profile picture
Can17 days ago

If you eventually find a way to implement more of that production side tooling while keeping the startup and iteration speed this stable, I think it could give Detis a much stronger path toward becoming a genuinely high end engine one day, maybe even reaching AAA level capability in some areas. Finding a good engine as an indie developer is honestly pretty difficult right now, especially if you want something that isn't either extremely limited or overloaded with systems you don't need. And it feels like there's a lot of room for it to grow. I'd definitely like to see what it turns into as you keep developing it.

Ioannis Koukourakis's profile picture
Ioannis Koukourakis17 days ago

Thanks, appreciate it! But honestly, Godot, Unity, and UE are already doing that job. There's no need for another engine in that space. You'd also be surprised by how many AAA studios actually use much simpler in-house tech behind closed doors. But again, not this toolset's target audience.

Matt's profile picture
Matt17 days ago

Jesus christ

Panos Karabelas's profile picture
Panos Karabelas14 days ago

Σφαίρα πάει, ωραίος ρε Γιαννάρα...

theraptorlake_'s profile picture
theraptorlake_17 days ago

It looks like crysis 2007 NGL, what graphics API does it use? OpenGL?

Peter Dalton's profile picture
Peter Dalton17 days ago

Impressive. What is the key? I assume you load pretty much everything as just data chunks and fix up offsets? Are these loose files are an archive so you block load large chunks?

Ioannis Koukourakis's profile picture
Ioannis Koukourakis16 days ago

Thank you! No wizardry going on to be honest. Intentionally keeping things stupid simple, and that pays back in speed. It's a small, hyper-focused engine, so not trying to be everything for everyone makes that easy. First off, I skipped standard import pipelines entirely. Always loved how old Gamebryo handled assets, keeping everything super open and accessible for end-user modding (can always pack if things get large later). Second, it's built for manually authored, non-streaming worlds. Maps just hold asset addresses, unique meshes are instanced, and the runtime feeds directly on raw .glb and pre-baked .dds files. Also core shaders are packed into a single file at startup. So yeah, just a strict contract on what its food must contain, no hand-holding complexity.

Peter Dalton's profile picture
Peter Dalton15 days ago

Thanks for the info. Keep posting updates, love seeing the progress.

Almar | MAKING DEAD RIG's profile picture
Almar | MAKING DEAD RIG17 days ago

That's really fast, nice one! A full recompile and launch of my engine + game is around 4 seconds currently. If I had planned a better pipeline around DDS I could make that ~2 seconds. It's in my todo list for my next engine iteration :)

Stonie's profile picture
Stonie17 days ago

We underestimate how fast computers are really these days because of very unperformant software everywhere

idovelemon's profile picture
idovelemon17 days ago

Unity: That's me in the dream

Hacky Sackin's profile picture
Hacky Sackin17 days ago

Is this better than Unreal? Should I switch?

Kuldeep Lather's profile picture
Kuldeep Lather17 days ago

And it looks nice and pretty as well. I think the main difference Devs and studios should make is keep toolsets away from game engine and door stuff animation/3D assets creations in it just use dedicated softwares.

Kaplan's profile picture
Kaplan17 days ago

Nice!

Eric K's profile picture
Eric K15 days ago

How long is the source compile?

Ioannis Koukourakis's profile picture
Ioannis Koukourakis15 days ago

Full engine compile from scratch is under 60s currently.

Eric K's profile picture
Eric K14 days ago

Thats very cool, what takes longest? C++, Vendor libs?

Vitaliy's profile picture
Vitaliy13 days ago

what about open the project with 17k files, 4k folders, and 4GB woth of assets ?

Ioannis Koukourakis's profile picture
Ioannis Koukourakis13 days ago

Haven't tested 17k loose files on a single map, but at that scale means you'd want to pack those into larger archives anyway. In that case 4Gb is chewed within a couple of seconds. Core shaders already load packed, and I can extend that to other assets down the line, if needed. That said, 17k assets per map is well outside current scope. The engine was built as a fast to use tool for small-to-medium indie productions, focusing on keeping things simple and manageable rather than fighting the big guys who already excel in bloat management.

Satvik's profile picture
Satvik17 days ago

would love it if you can share how did you achieve this