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Help / Maximum brick limit?
« on: October 01, 2010, 12:18:52 AM »
Through my frustrations and some searching on the Blockland forums, I've found that there is allegedly an unchangeable 128,000 brick limit on builds at the moment. From another topic posted in April of 2007:
I have - in fact - hit this cap... twice, even. Once on an elaborate great pyramid build and now a second time on a very large "blockland world" build. I own a computer with modest specs that has no issue playing on this level with 60fps constant. I could probably work around 500000 bricks much easier.
Quote from: Badspot
The ghostIDs are transmitted using 17bits. 2^17 = 131072 ghosted objects at a time. Due to bugs in the ghosting code, if you have more objects than that, you may have problems like not seeing other people or not being able to respawn. Even if it works perfectly, you won't be able to save everything at once from the client because not all of the server's objects will be represented on your client.My question is: has this since changed? Will there ever be any intention to change it?
I could up the ghost limit but there are problems with that. Say I up it to 19 bits for 524288 ghosts max. That would be an extra 2 bits for every single ghost update packet that is sent out to every client. If you're on the DSL network setting, the maximum packet size is 400 bits and the maximum packet rate is 20. So for a scene with 128k bricks, those extra 2 bits would take 640 packets which would take a minimum of 32 seconds to send out to you. Realistically though, it would probably add over a minute to the brick loading time.
Considering the framerate most people get in the city as it is now, I don't think adding more bricks is a prudent thing to do.
I have - in fact - hit this cap... twice, even. Once on an elaborate great pyramid build and now a second time on a very large "blockland world" build. I own a computer with modest specs that has no issue playing on this level with 60fps constant. I could probably work around 500000 bricks much easier.