DrK on 9/3/2014 at 15:29
Hmm, was it a known limit before ? I wasn't aware of it.
What does unique render aspects stand for ? Most of my cylinders have 20 sides, if I replace them with 16 sides cylinder for example, would it reduce the render aspects as well ?
fibanocci on 9/3/2014 at 15:43
I did lots of testing to find out this limit. The more sides cylinders and dodecahedrons have, the more 'Unique Render Aspects' you'll count. You can do some testing on your own to find out, how this number is increasing if you copy some cylinders and other terrain brushes.
I guess it's about visible terrain polygons.
DrK on 9/3/2014 at 15:52
I deleted a small room with a few brushes used as details, I have 7957 unique render aspects and it optimizes fine. 7992 is indeed the limit.
DrK on 30/3/2014 at 21:51
Small update, tonight I reached
8000 unique render aspects, and it still optimizes !
Quote:
INFO: Loaded script module "gen"
INFO: Loaded script module "convict"
Setup 4126 brush level (7113 brushes total)...
Inserted 4125 brushes.
RAW cell count: 66165
Splitting large cell @ blablabla
(...)
636 extra bsp planes created
29289 cells, 180404 portals, 77051 polygons; 835 splits from large polys
39948 polys merged; 112858 colinear vertices deleted; 21 vertices max
8249 unique planes
Bytes used for internal portal structures: 87889840 bytes.
Polyhedra 538464 Polys 12951744 Portal PolyEdges 30147408 PolyEdges 44252224
Portalized.
Computing optimized BSP... this may take a while.
--------------- csgmerge ---------------
Epsilon is 1.e-004
File has 29289 cells.
Allocations: 29290
Min: -8. -218.75 -95.25
Max: 683.25 211.5 23.
Input polys: 79943
Unique planes: 5689
Unique render aspects: 8000
Unique vertices: 95851
Allocations: 188932
Merges made: 46019
Merges with internal colinear points: 0
0 colinear points deleted
Allocations: 102583
Discarded degenerate polys: 122
Current allocations: 10944
Max allocations: 188933
Releasing remaining allocs: 10944
------------- csgmerge end -------------
Bytes used for internal portal structures: 6226904 bytes.
Polyhedra 32408 Polys 857472 Portal PolyEdges 1779008 PolyEdges 3558016
(...)
0 extra bsp planes created
8246 cells, 46014 portals, 40265 polygons; 1130 splits from large polys
61072 polys merged; 86775 colinear vertices deleted; 20 vertices max
8249 unique planes
Bytes used for internal portal structures: 57248008 bytes.
Polyhedra 181656 Polys 7546080 Portal PolyEdges 18264848 PolyEdges 31255424
Added 2205 vertices
Max vertices post tjoint: 15
Portalized.
INFO: Portalization time 00:03:52
I really don't get it. tomorrow I'll try to push it a bit more and see if it fails at some point.
DrK on 31/3/2014 at 21:02
Alright, it seems 8000 is the limit, and not 7992 as I thought before. As soon as I go above 8000 it doesn't work anymore.
However, I have no idea what creates these unique render aspects. For a time I thought it was related to the number of polygons or vertices, so the more brushes you had the more unique render aspects it creates.
The thing is, I added 4 vertical brushes, basically 4 wooden post, and it didn't add any unique render aspect. Right after that I added a couple horizontal brushes, to make support beams, and there I go above the limit.
What generates the render aspects then ? It makes no sense to me.
Sensut on 1/4/2014 at 11:49
Just yesterday I ran into this again, right before release, damn it. I had 7994 ura but I needed a doorway and over, crash bum bang. I had this crash with less unique render aspects before, at somewhere around 7700. I think it depends of the scene complexity where you add the new brush.
Soul Tear on 2/8/2014 at 10:30
:thumb:
fibanocci on 2/8/2014 at 11:27
modders notes
Quote:
MAX_GLOBAL_RENDER: 32000 (from 8000) [internal processing buffer]
MAX_GLOBAL_PLANES: 65536 (from 16384) [internal processing buffer]
MAX_GLOBAL_POINTS: 256k (from 128k) [internal processing buffer]
Very good.
I was wondering if Mr. Raven has changed the WR-cell limit and the pathfinding cell limit, too. Looks like it's still the same as in NewDark 1.19/1.21
DrK on 3/8/2014 at 09:41
Comon, really ? You patch it now that I've split my mission in 2 parts and modified the storyline and dialogues according to it ?
Dilemna, should I keep the mission split in 2 or should I merge it... :erg: