Author Topic: The perfomance of bricks should be increased  (Read 1148 times)

It bothers me how when you build a detailed city, you can almost reach the limit already and make the perfomance of the game to decrease, even without any interiors on the buildings, for example this city
http://forum.blockland.us/index.php?topic=220182.0 Or Sumz' city.
I wish Badspot could atleast increase and work on improving the perfomance of the game with bricks so we could do a lot more on the game, like a big city with lot's of fun places to explore and great looking interiors (like a huge mall, an hospital with lot's of rooms with great details on them, a jail, neighorhood houses, everything in the same save with detailed interiors included) without worrying about the ammount of bricks and how you or your friends can have a major perfomance drop or even worse, a runtime error, with improvements on the perfomance we could do a lot more and way better saves will be made, and we don't need to be forced to turn off shaders to run it (I also think the shadows requires an useless exagerated ammount of power from the computer, even without being that high quality to be honest)
« Last Edit: May 06, 2013, 11:40:08 AM by Filipe »

Easier said than done. Badspot has already improved the performance of Blockland (or Torque, rather) by a whole lot. I don't know if it can't be pushed much further. After all, there are 256k objects that the game has to keep track of once you reach the limit.

While the idea of a higher brickcount seems appealing, I don't think many of us would ever need that. Sylvanors Seattle is the only thing I can think of that reaches the brickcount. There might be other builds as well, but not more than 3-4 such builds.

You can't just say "The performance of bricks should be increased".

Seattle City would have less bricks if the buildings had prints instead of hand-made windows.
But, I support this, however.
But, I think that this limit is very rarely reached.

Seattle City would have less bricks if the buildings had prints instead of hand-made windows.
But, I support this, however.
But, I think that this limit is very rarely reached.
prints aren't nearly as amazing as those fine looking windows

One thing that could be improved is brick culling. As in, if a tree is behind a solid wall and you can't see it, you won't have to render it. However, this may cost more performance for clients to detect if they can see a brick, depending on the way it's implemented. Either way, it would be relatively difficult to do.

let me just go ring badspot and tell him to wave his loving magic wand to optimize the game

let me just go ring badspot and tell him to wave his loving magic wand to optimize the game

yo tell him to summon back the search button from the nether while he's at it.

yo tell him to summon back the search button from the nether while he's at it.
This one?

I already get 60 FPS with max shaders on Sylvanor's city. Though for some reason I only get 20 FPS in any server with over 30 players. Multiplayer performance is more of an issue for me.

This one?


Ha ha very fun...

*checks top of page*

SWEET BABY JESUS OH LORD ALMIGHTY IT'S A MIRACLE


Having absolutely everything behind a wall not rendering is a good way to stabilize FPS.
But once you jump over the wall and look the same direction, you'll regret that. You will basically either instantly be required to render everything, either ghost everything behind the wall. Again. And again. And again.

Ghosting is different from rendering, but I see what you're saying