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Emitter Caching [message #427895] Sun, 09 May 2010 19:30 Go to next message
Poskov
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When objects/surfaces are shot at when you first startup ren,
decals will appear, but the emitters for those surfaces won't appear until they're shot at for a couple more seconds.

TT should make ren read every emitter (w3ds that start with e_) and preload them when you start a game. It'll take a little longer to load a map, but it'll look better ingame.

[Updated on: Sun, 09 May 2010 19:38]

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Re: Emitter Caching [message #427900 is a reply to message #427895] Sun, 09 May 2010 21:21 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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turn vsync on = fix

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Emitter Caching [message #430646 is a reply to message #427895] Sun, 13 June 2010 06:03 Go to previous messageGo to next message
Poskov
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Turning Vsync on doesn't solve it.
Re: Emitter Caching [message #430650 is a reply to message #427895] Sun, 13 June 2010 06:49 Go to previous messageGo to next message
KobraOps is currently offline  KobraOps
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Caring about load times per map or how an 8 year old game looks like?
Re: Emitter Caching [message #430692 is a reply to message #430650] Mon, 14 June 2010 03:29 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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KobraOps wrote on Sun, 13 June 2010 08:49

Caring about load times per map or how an 8 year old game looks like?

Considering maps load ridiculously fast as it stands, I wouldn't mind for them to load a little slower... especially for missions.


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Re: Emitter Caching [message #430699 is a reply to message #427895] Mon, 14 June 2010 07:13 Go to previous messageGo to next message
Poskov
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Yeah, ren should read all the E_ w3ds in its directory/dat files;

my ren loads up in a flat 4 sec with max settings. Making the load time 6 or 7 seconds, for the emitters to preload is a good trade-off.
Re: Emitter Caching [message #430711 is a reply to message #427895] Mon, 14 June 2010 14:39 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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If it reduces any FPS lag, too, that'd be fantastic. High amounts of emitters can still cause a lot of FPS lag, which is annoying.

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Re: Emitter Caching [message #430721 is a reply to message #430699] Mon, 14 June 2010 17:21 Go to previous message
saberhawk
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Poskov wrote on Mon, 14 June 2010 10:13

Yeah, ren should read all the E_ w3ds in its directory/dat files;



Not really; Renegade actually had a system built in for handling this exact issue, but it was "broken" in an earlier script version (on purpose, actually, because it massively improved load times at the time.) It's controlled via the "Dependency" tab in LevelEdit and causes any dependent assets to be loaded at the same time reducing visual artifacts caused by on-demand loading (such as the one you described). It also reduces FPS lag caused by the same reason in-game by moving it to load time instead.
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