Author Topic: Higher Brickcount  (Read 3923 times)

http://forum.blockland.us/index.php?topic=129978.0 I decided to look for why the brick limit is 256k and I found this topic. Hope it helps with researching a larger number.

256 is a common number but 256000 is not. 262144 would be

So if he can chose any random number, why not 500000?
256000 makes perfect sense to me. 2^8*1000 = 256000. 262144 feels like a random number to me even though it's 2^18.

256000 makes perfect sense to me. 2^8*1000 = 256000. 262144 feels like a random number to me even though it's 2^18.
But why *1000? That sounds like he can just use any number he wants. as long as it fits in 18 bits
« Last Edit: August 09, 2013, 02:01:40 PM by Zeblote »

But why *1000? That sounds like he can just use any number he wants. as long as it fits in 18 bits
256000 is a nice and round number. Arbitrary, yes, but nice even though it isn't the technical limit. Upping it to the limit would only add 6144 bricks. 2.4% of the total brick limit. Not really a big deal.

I want a thorough explanation by Badspot on what we can do with bricks. With the shadow and shaders update I'd expect that we get more bricks since we'll have to create our own terrain or cities, which will no doubt be heavy on the brick count.

snip
This bothers me as well that they agreed to adding more bricks if people began building bigger things- which we have.

You can break the brick limit with the current duplicator by duping bricks past the limit.
Of course at that point you'd need to build with it and saving/loading becomes unstable only saving the hard limit.

Apparently, the problem is that after 256k bricks rendering gets tricky/buggy. I'm not actually sure what the implications of breaking the limit is, but it can be done and if can be raised officially, id be very happy.
« Last Edit: August 10, 2013, 03:47:16 AM by Mr.Noßody »

You can break the brick limit with the current duplicator by duping bricks past the limit.
Of course at that point you'd need to build with it and saving/loading becomes unstable only saving the hard limit.

Apparently, the problem is that after 256k bricks rendering gets tricky/buggy. I'm not actually sure what the implications of breaking the limit is, but it can be done and if can be raised officially, id be very happy.
http://forum.blockland.us/index.php?topic=129978.0 I decided to look for why the brick limit is 256k and I found this topic. Hope it helps with researching a larger number.
In that post badspot explains that it was capped at 128000 so it fits in 17 bits, it was then raised to 256000, so I guess it now has 18 bits, he could easily add another one

In his post he says that the only effect is that the ghosting time would be a minute longer, oh my god, who cares

I completely agree with this topic, now that interiors and terrain are gone, the whole game basically revolves around bricks. Lifting the brick count is completely reasonable.

Infinite brick count!



I noticed this interesting effect on my server, which I got to around 230k, where GSF terrain bricks would "de-render", where the bricks would disappear if not seen for a while, but would almost immediately reappear when they got back in sight, without ghosting and without any subsequent lag that would come from ghosting.  Is this a glitch, or was it intentional?  If the latter is true, why can't we use this to a larger extent and increase it to 500k or 512k?
« Last Edit: August 10, 2013, 02:05:48 PM by Gen. Hothauser »

Infinite brick count!



I noticed this interesting effect on my server, which I got to around 230k, where GSF terrain bricks would "de-render", where the bricks would disappear if not seen for a while, but would almost immediately reappear when they got back in sight, without ghosting and without any subsequent lag that would come from ghosting.  Is this a glitch, or was it intentional?  If the latter is true, why can't we use this to a larger extent and increase it to 500k or 512k?
because 512000 doesnt fit in 18 bits

Bumping due to being gone for about a week, hoping for an answer from Badspot when I'm back.  :panda:

Bumping due to being gone for about a week, hoping for an answer from Badspot when I'm back.  :panda:

I doubt he will see this topic unless you PM him.

in all honesty there are a few build ideas that ive never bothered starting because i know i will hit the limit before finishing..

is there a reason not to raise the limit other than it being a pain to do?

In that post badspot explains that it was capped at 128000 so it fits in 17 bits, it was then raised to 256000, so I guess it now has 18 bits, he could easily add another one

In his post he says that the only effect is that the ghosting time would be a minute longer, oh my god, who cares
The real solution is to totally rewrite the inadequate method of data transfer that Torque uses.

262144 is the limit of server objects ("ghosts") and datablocks combined, not just bricks. The brick limit has consistently been lower than the object limit because there needs to be extra room for non-brick objects.

262144 max ghosts - (4096 max datablocks + 256000 max bricks) = 2048 non-brick, non-datablock "ghosts"
« Last Edit: August 11, 2013, 04:56:28 PM by Kalphiter² »

The real solution is to totally rewrite the inadequate method of data transfer that Torque uses.

262144 is the limit of server objects ("ghosts") and datablocks combined, not just bricks. The brick limit has consistently been lower than the object limit because there needs to be extra room for non-brick objects.

262144 max ghosts - (4096 max datablocks + 256000 max bricks) = 2048 non-brick, non-datablock "ghosts"
oh that makes sense