Author Topic: Solution to solve immense lag from clearing modter?  (Read 2960 times)

Which I just mentioned.
No, you mentioned custom bricks such as ramps and fences and rounds which do NOT have custom .dts collision shapes, the collision is specified in the .blb

Bricks like JVS, modTer, and older bricks (propsys anyone) have their own separate .dts collision meshes - go ahead an open brick_treasure_chest - do you see a separate collision shape? No, you do not. Now look in the modTer files and you will see - each modTer brick has a custom collision .dts to go with it.

it does seem a bit strange that the cubes need their own .dts as well
potentially could remove half the issue by speeding those up
I am guessing it's supposed to "improve vehicle collision detection" which it almost fails to do anyway
« Last Edit: November 04, 2017, 03:35:22 AM by Goth77 »

No, you mentioned custom bricks such as ramps and fences and rounds which do NOT have custom .dts collision shapes, the collision is specified in the .blb

Bricks like JVS, modTer, and older bricks (propsys anyone) have their own separate .dts collision meshes - go ahead an open brick_treasure_chest - do you see a separate collision shape? No, you do not. Now look in the modTer files and you will see - each modTer brick has a custom collision .dts to go with it.
I am guessing it's supposed to "improve vehicle collision detection" which it almost fails to do anyway
Goth. It isn't.
BLB defined collisions can only be cubes, and cannot be angled.
Also I know that the treasure chest doesn't use custom collision, that's why I didn't mention it.

Just look in base\data\shapes\bricks.
« Last Edit: November 04, 2017, 03:40:56 AM by Pah1023 »

right, but those are very small compared to modTer
« Last Edit: November 04, 2017, 03:52:57 AM by Goth77 »


have you considered buying a new/upgrading your GPU?

have you considered buying a new/upgrading your GPU?
using an i7 + GTX 1080 and getting the issue
I don't think upgrading will help in this case, it's an issue inside blockland itself

One thing to understand is that it's more of a graphical kind of lag, rather than a processing kind of lag. So, that being said,
modter is on the water layer rather than the brick layer (you can put bricks inside water bricks like zones)

does modter lag if it was edited to be on the brick layer? i ask this
It's not actually the water layer that causes the majority of the lag. It's a combination of the zones they create and delete when cleared and a couple smaller things.
Both of these are false. The layer has nothing to do with it because you're just deleting bricks. Nothing special happens.
Deleting any objects that never render also aren't going to cause any issues. The only way they would is if they had some enormous onRemove code. They don't. Modter also doesn't create any kind of zone. It's just a fxDtsBrick. No physicalZone or triggerZone are created with them. Zonebricks create all 3 of these, and cause no issues when clearing either.

It appears that the reason for the lag is because of the collision shapes modTer has to delete also when being removed. I could not replicate the effect with any other brick aside from JVS / bricks with separate collision meshes (older custom bricks)
Bricks do not create a separate object for collision. So it doesn't have to delete anything. JVS and the old prop mod do however create static shapes which are an issue of their own. Modter does not do this.

right, but those are very small compared to modTer
If you think the size of collision matters then you should probably stay out of the conversation entirely.
A cube only has 12 triangles for it's collision. It doesn't matter how big it is. A 64x cube will have 12 triangles for it's collision. A quarter stud cube will have 12 triangles for it's collision.
And guess what. The ramp bricks also 12 triangles.
The pine tree has 266. And yet, clearing a bunch of those doesn't cause the same issue.



So I'm pretty sure it really is a texture issue. Since phflack likes to do a lot of testing, try this:

Make a copy of the modter 64x cube. Edit it so that the print texture will not loop, as in, stretch it so that it covers the entire side of the brick.
Run a test between clearing those, compared to the regular one.

Sounds like the solution then perhaps would be printless brick-level modter bricks. Ones that behave as normal bricks, but are shaped as modter bricks. I could then fasten them all together using invisible water bricks or small zone cubes.

would anyone be willing to make this?

Bricks do not create a separate object for collision. So it doesn't have to delete anything. JVS and the old prop mod do however create static shapes which are an issue of their own. Modter does not do this.
modter does specify custom .dts collision shapes though, however i doubt they have any significant deletion overhead

my guess would be the larger modter bricks have to do a lot of updates to the brick octtree upon deletion but i dont know how the octtree works so it's just a guess
« Last Edit: November 13, 2017, 12:54:22 PM by Gytyyhgfffff »

Sounds like the solution then perhaps would be printless brick-level modter bricks. Ones that behave as normal bricks, but are shaped as modter bricks. I could then fasten them all together using invisible water bricks or small zone cubes.

would anyone be willing to make this?
I was actually making them long ago but the process is very, very tedious. The most I got done was the 8xs, and I'm not even sure if I got all those done.

This is the most recent screenshot I have, not sure if it's the most recent progress.

That looks awesome, Shift Kitty! I hope you're able to complete them. I would love to use them.