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Thread: Any chances i can render many objects at the same time?

  1. #1
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)

    Any chances i can render many objects at the same time?

    I have distant view set to 1500, when i climb to certain high parts of the missions several objects disappear in certain perspectives and they appear again when i leave those perspectives, the mono log tells me :Too many objects in scene to render"

    Is there any chance i could have all this objects appear always in the higher points ? Or this is something that only a new dark update can improve? Or should i block the access to players to these rooftops areas?

  2. #2
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    Hmmm... Do you have a FM.cfg file? If not, you'll want to create one that sets up the object limit to your FM. For TROTB 2, mine has this in it.

    Code:
    obj_min -18192
    obj_max  7900
    max_refs 50000
    That way, the player won't have to change that in their dark.cfg file in order for the FM to run correctly.

  3. #3
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Thanks Gort, this is the only information i have inside my fm.cfg:

    ; an FM (that is loaded through the built-in FM support) may contain this in the root
    ; to ajdust configuration to better suit the FM.

    ; (Shock) custom first level when starting a new game
    ;first_level earth.mis
    ; (Thief) custom first misison when starting a new game
    ;starting_mission 1

    ; a '+' separated list of movie filenames to that should not be played. This eliminates
    ; the need to include an empty movie to override an original one and it will also be
    ; handled nicer because it won't result in a short UI screen switch in an attempt to play
    ;fm_movie_disable cs1.avi

    ; a '+' separated list of movie filenames to exclude from cropping
    ; (only has any effect if "crop_movies" is enabled by the user)
    ;fm_movie_crop_exclude intro.avi+credits.avi

    ; (Shock) disable hardcoded OM patching. By default the game changes various object
    ; properties in some OMs. This is done simply when a mission filename matches.
    ; To avoid potential unexplainable bugs in SS2 FMs, that happen to use missions with the
    ; same names as OMs, it's recommended to disable OM patching.
    ;fm_no_shock_om_patching


    so the only thing i have to do is include these lines?:
    obj_min -18192
    obj_max 7900
    max_refs 50000

    And also include the file FM.cfg inside the mission zip file?

  4. #4
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Gort, your FM.cfg in trobt is different from mine , you have only these lines:

    enable_subtitles
    new_mantle
    obj_min -18192
    obj_max 7900
    max_refs 50000
    sun_runtime_obj_shadows 0

  5. #5
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Gort, did you get this following line :sun_runtime_obj_shadows 0 from Dark.cfg? i can't find these line in my dark.cfg. My dark.cfg has already these Values:

    obj_min -18192
    obj_max 7900
    max_refs 50000

    Any chance i can increase these numbers in order to be able to render many objects at the same time? If so which ones?

  6. #6
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    here for example, from the top of this roof, if i go a little bit higher some of the objects inside the yellow circle disappear:


  7. #7
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Enable
    show stats
    at this point in DromEd game mode and post the results.

  8. #8
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    Hmmm... I'll need to see it in motion. It's starting to sound like you might have to change the z-far setting (it's in the cam_ext.cfg file, but I think it can also be set in the FM.cfg file too).

    But, first thing's first. Are the center points of those objects being blocked when going high enough? You may want to turn on show_phys_models to see that.

    Unna Oertdottir has a good suggestion. In fact, I have that on every time I'm testing in-game.

  9. #9
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Gort and Unna here's a video i did showing the stats, i honestly don't understand well the values displayed in the show stats:




    Gort is this the Z-far lines?:

    ; increased max view distance (default is 256) so z-buffering works correctly on missions with large areas
    ; (individual missions may set an even larger view distance if the mission requires it)
    z_far 512

    What's the value you advice me to replace the 512 on z_far ?

    And as for this line: sun_runtime_obj_shadows 0 ,is it already included on dark.cfg? or do i have to put it there? That's to cast object shadows, right?

  10. #10
    Member
    Registered: Jan 2012
    Location: Gčrmany
    okay the strange thing is that all disappear at the same time and it looks more like they disappear when the camera moves left to the white building.
    At the same time the visible objects number increases by a thousand! I would blame it on that.

    I don't know if there is a exact number as a limit for max objects displayed at the same time. Maybe some other topics especially concerning NewDark limits hold some info


    ----------

    For experimenting I got two ideas.
    As the objects in the white building seems to be a problem

    a) Maybe it enough to push the time of the crucial objects to the start or the end of your time list

    b) For general testing what happens when you put a big solid brush before the white building so everything is definitively blocked for the camera does it still happen?
    If not maybe getting rid of one window or creating a chimney on the red roof which partially blocks the windows helps.

  11. #11
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Backface Checks ~95000
    Visible Objects ~3000
    FPS ~9-15

    That's too much for DromEd. Reduce the line of sight or use LODs.
    Nobody want to play at this framerate.

  12. #12
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Thanks Daraan , i think a new Dark update could improve this, but that would mean people would need better videocards to run all this information with good performance.

    the only solutions i see is either reduce the line of sight (view distance) which i honestly don't like in this case, since things fade away as you get away from them.

    Or block the access to some rooftops which seems the more viable option to me.

    Best thing would be a newdark update that allows many objects to be rendered at the same time. But i think only by 2018 we will have a newdark update.

    Unna, what is LODs?

  13. #13
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Add-->Shape-->Model LOD

  14. #14
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Thanks Unna, what can i do with the following values?:

    LOD 0-1dist: 40.00
    LOD 1-2dist: 70.00

    should i increase or decrease both?

  15. #15
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Definition - What does Level of Detail (LOD) mean?

    Level of detail is a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. Generally speaking, the level of detail is dictated by the game's capabilities.

  16. #16
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    LOD 0 Model: Shape of this object
    LOD 1 Model: Shape of lower res object (or nothing at all)
    LOD 2 Model: Shape of even lower res object (or nothing at all)
    LOD 0-1dist: 400.00 (it depends)
    LOD 1-2dist: 800.00 (it depends)

  17. #17
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Quote Originally Posted by LarryG View Post
    Definition - What does Level of Detail (LOD) mean?

    Level of detail is a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. Generally speaking, the level of detail is dictated by the game's capabilities.
    So that means i should decrease the values in the LOD? in these objects that disappear when viewed in high quantities ? what happens if i set their LOD values to 0 ?

  18. #18
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Quote Originally Posted by Unna Oertdottir View Post
    LOD 0 Model: Shape of this object
    LOD 1 Model: Shape of lower res object (or nothing at all)
    LOD 2 Model: Shape of even lower res object (or nothing at all)
    LOD 0-1dist: 400.00 (it depends)
    LOD 1-2dist: 800.00 (it depends)
    I don't see any results regardless the values i insert

  19. #19
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Post it.

  20. #20
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Quote Originally Posted by Unna Oertdottir View Post
    Post it.
    You mean if i set each object that disappear with the following settings?

    LOD 0-1dist: 400.00 (it depends)
    LOD 1-2dist: 800.00 (it depends)

  21. #21
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Post an object's LOD that doesn't work for you. I can tell you why.

  22. #22
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    you mean you want a screenshot of the model?

  23. #23
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Post the settings of the LOD. It's not that hard

  24. #24
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Here it is Unna:


  25. #25
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015

    These settings doesn't make any sense
    Try this

    LOD 0 Model: adoor1
    LOD 1 Model:
    LOD 2 Model:
    LOD 0-1dist: 300.00
    LOD 1-2dist: 500.00

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