Author Topic: How is the fxDTSBrick rendered?  (Read 794 times)

Since the release of the retail game, the fxDTSBrick class no longer uses DTS static shapes as titled.

So how do they work now? All I know is they use an octree and have a fairly low limit for no apparent reason.

Anyone care to explain?

and have a fairly low limit for no apparent reason.
It's not like octs grow on trees, dam it!


Afaik Kompressor made the code that optimizes bricks. Compair the brick counts we can get to say, Roblox.

It's not like octs grow on trees, dam it!

Like that totally helps....



Lol two versions off the same image




So how do they work now? All I know is they use an octree and have a fairly low limit for no apparent reason.

This is because the client can only ghost a certain number of objects. Add more bricks (using the current ghosting system), and clients won't be able to see everything.

This is because the client can only ghost a certain number of objects. Add more bricks (using the current ghosting system), and clients won't be able to see everything.
I think it's 18 bits for ghost IDs for now. 2^18 = 262,144 ghosts (6,144 buffer space because bricks are limited to 256,000)

I think it's 18 bits for ghost IDs for now. 2^18 = 262,144 ghosts (6,144 buffer space because bricks are limited to 256,000)

Correct. The buffer space is used for players, vehicles, projectiles, etc.

I think it's 18 bits for ghost IDs for now. 2^18 = 262,144 ghosts (6,144 buffer space because bricks are limited to 256,000)
sooo
Why isn't it raised yet?