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Object limits in JO:TR and JO:E
Moderators: Hardmaps Administrator, *HmS*Wedge, *HmS*grunt, *HmS*Trevor, *HmS*LongBow
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*HmS*Wedge
Sun Jan 16 2005
Captain Slow

Registered Member #3
Joined: Fri Dec 19 2003
Location: Scotland
Posts: 4651
OBJECT LIMITS THERES MORE TO IT ? IN JO & JO-E


OBJECT LIMITS THERES MORE TO IT ? IN JO & JO-E
[quote]
Textures dont count as objects, but... they do count towards a certain limit. I will put up an image in a minute... that shows for instance teh texture use on some of the other maps that we shipped with. each object essentially brings its own set of new textures into the game. If you have a great diversity of objects then your texture memory will increase in size. But once you have one instance of an object you can use as many more as you want with no added increase in texture memory. Then there are also buildings that SHARE textures. For instance all of the foliage shares textures as do the JHUTs for instance. thus you can have two different jhuts and not increase the amount of texture memory very much... however you will increase the vertex buffer memory (that is the memory that has to store all of the vertices of the actuall object (i.e. the geometry))

yeah double click on bottom right corner of nile where it says: x/2000 objects selected.


The texture usage of one of our most demanding maps is:
Straights of Malacca:
VB Mem: 19,344,116 bytes
IB Mem: 10,831,896
ENV Mem: 606,208
RTarget: 7,790,592
Texture Mem: 64,330,496
Total Mem: 102,903,308

When you want to optimize your map.. you should see which objects are the most expenisive and, if for instance you are only using 1 or 2 instances of those objects, can you replace them with an object that you are already using in numerous places. To see the most expensive objects you can in your list of items on the left, sort by Size on the far right of that list.

The Memory usage for Kendari Airport, another memory hog is:
VB Mem: 26,173,784 bytes
IB Mem: 1,852,794
Texture Mem: 69,055,872
Total Mem: 97,082,450

I think Kendari Airport is a worse offender than Straights of Malacca... and I would try and keep my numbers below those of Straights of Malacca, at least that was what I did.
The real killer is the texture memory. If there are too many textures and not enough room to store them all then your gfx card will be constantly swapping them wish thrashes the memory and leads to really poor performance

This map is way out of control already, time to make changes

VB Memory 35,900,368
IB Memory 2,761,284
Texture Memory 83,159,936
Total Memory 121,821,588

IN OTHER WORDS TO MANY DIFFERENT TYPES OF OBJECTS IN YOUR MAP YOUR SCREWED!!!
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*HmS*Ranger Six
Mon Apr 18 2005
*HmS*Ranger Six
Registered Member #19
Joined: Mon Dec 22 2003
Location: griffin, ga, usa
Posts: 1157
from another post :
you will have sysdumps

If you have more than 255 Ai on the map
If you have more than 755 markers
If you have more than 1158 objects

now i haves seen maps that push these limits, but dont know how they handle system wide for the majority of players or if they take longer to load when joining the server.
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