Static Placeables

Moderator: Event DM

Post Reply
User avatar
NecroZombie
Team Member; Retired with Honors
Posts: 2744
Joined: Tue May 11, 2004 10:28 pm
Timezone: GMT -5
Location: The Republic of Texas

Static Placeables

Post by NecroZombie » Thu Mar 17, 2005 9:49 pm

Do static placeables cause lag? Further, what is the extent of lag caused by any type of placeable?

Anyone?
Mothandric
Sage
Posts: 2163
Joined: Wed Jul 16, 2003 5:47 pm
Location: GMT +1

Post by Mothandric » Thu Mar 17, 2005 10:11 pm

From what Psyco told me they cause more lag clientside than they do serverside (if I remember correctly) I might be wrong though :wink:
User avatar
Talwin Hawkins
Team Member; Retired with Honors
Posts: 3980
Joined: Fri Aug 27, 2004 7:56 pm
Timezone: GMT+1
Location: London - England GMT

Post by Talwin Hawkins » Thu Mar 17, 2005 10:18 pm

yup. causes little server side lag due to the fact that it has no scripts, (or very little). where as client side, the GFX card etc has to load it all up for ya, which causes your screen to jump a little
Woodsmaster Talon Blade
Battle Sergeant of Le'Nofaythen'T'Nanshi
Former Hero of of Lonovanen'Hirefya
____________________
Deider wrote: Michelle Pfeiffer - I'd drink her bathwater.
http://twitter.com/AJDSullivan
User avatar
Psyco
Elder Sage
Posts: 3288
Joined: Mon Jun 30, 2003 10:05 pm
Location: New Zealand (NZDT, +12 GMT)
Contact:

Post by Psyco » Thu Mar 17, 2005 10:32 pm

Short answer: No ... and yes

Long answer: They do not cause lag at run time directly. A static placeable will not be affected by any scripts so they do not add directly to processing load.

Indirectly they can add lag. If you have too many (especially on tile boundries) the pathfinding scripts for moving PCs or NPCs can and will be more resource heavy. Also they do increase the size of areas, which increase the size of the mod, which can increase lag after it hits certain limits.

Also if you have a lot of placeables in an area the client needs to load every one of those models into memory to display them, this is why some areas take much longer to load when you transition than others. To avoid this you can use multiple copies of the same object, as it will still only be loaded once. It will of course have to be displayed more than once which can cause lower end graphics cards certain amounts of grief.
Player Housing info - This answers most questions people have. Read this before asking.
User avatar
NecroZombie
Team Member; Retired with Honors
Posts: 2744
Joined: Tue May 11, 2004 10:28 pm
Timezone: GMT -5
Location: The Republic of Texas

Post by NecroZombie » Thu Mar 17, 2005 10:45 pm

Excellent response, thank you.

Next question: In your opinion, how many placeable are too many for any one area/mod? (estimate)

I'm asking because currently I'm using some CEP walls to make structures. Stacking them up and using quite a few of em.
User avatar
Psyco
Elder Sage
Posts: 3288
Joined: Mon Jun 30, 2003 10:05 pm
Location: New Zealand (NZDT, +12 GMT)
Contact:

Post by Psyco » Thu Mar 17, 2005 11:28 pm

There is no real fixed number, its not something that be easily quantified.

If you are building a single player mod then it won't really matter in the slightest. If you are building for a PW (eg. player housing) then it could have more of an impact.

Best test is to host the mod, find someone with a lower end machine and get them to play around and see how long it takes to load the areas.

If you are worried about something in particular you can send the mod to me and I can take a look. I probably still won't be able to give you a definite answer, but I can compare it to things already around and give you feedback.
Player Housing info - This answers most questions people have. Read this before asking.
User avatar
NecroZombie
Team Member; Retired with Honors
Posts: 2744
Joined: Tue May 11, 2004 10:28 pm
Timezone: GMT -5
Location: The Republic of Texas

Post by NecroZombie » Thu Mar 17, 2005 11:54 pm

Thank you. I may just do that.

I have a feeling I may get "Placeable Crazy" everyonce in a while.
User avatar
Revan
Scholar of Fools
Posts: 322
Joined: Fri Apr 30, 2004 2:17 am
Timezone: PST, GMT-8
Location: Los Angeles, CA
Contact:

Post by Revan » Fri Mar 18, 2005 1:36 am

Hey necrozombie, I have a question for you regarding these CEP Walls that you speek of. Are these placable walls? I am wondering becuase I am making a players house right now and am making it in city interior tileset; it has lots of static placables that I am getting rid of by putting a lot of doorways everywhere and covering them up with bookshelfs. A placable wall that I could cover up the doorway would be perfect, could you tell me the path in the toolset on where to find these???

Thanks Mate
Revan
----------------------------
http://kevan.org/brain.cgi?RevanofDruEl
GreyLynx
Elder Sage
Posts: 3254
Joined: Sun Mar 23, 2003 3:56 pm
Timezone: EDT (GMT-5)
Location: Ithaca, NY (GMT-5)
Contact:

Post by GreyLynx » Fri Mar 18, 2005 2:45 am

under custom

Civilized, extrerior -> buildings -> walls and fences

I think.
Georex
Lord of Blithering Idiots
Posts: 97
Joined: Wed Sep 08, 2004 8:15 pm
Timezone: GMT-6
Location: Absolute Elsewhere

Post by Georex » Fri Mar 18, 2005 4:43 am

While we're on the topic of placeables, how do non-static ones compare to the static as far as server performance goes? Read somewhere that static are the least server intensive, with anything useable being much more so...This is due to any scripts that might be used I assume.
"It's such a fine line between stupid, and clever."
-David St. Hubbins-
User avatar
Psyco
Elder Sage
Posts: 3288
Joined: Mon Jun 30, 2003 10:05 pm
Location: New Zealand (NZDT, +12 GMT)
Contact:

Post by Psyco » Fri Mar 18, 2005 6:46 am

It depends on what happens around them.

If you throw a fireball into the middle of a whole heap of static placeables, nothing will happen. If you do the same to non static (doesn't matter if they are useable or not) then the spell scripts have to start calulating damage to all the placeables.

There really is no fixed answer with lag. It is a multitude of things all interacting with each other. However the more systems something can interact with, the more potential it has to cause lag.
Player Housing info - This answers most questions people have. Read this before asking.
Alustriel
Apprentice Scholar
Posts: 853
Joined: Mon Apr 07, 2003 12:08 pm
Location: GMT+1/+2 dst
Contact:

Post by Alustriel » Fri Mar 18, 2005 6:58 am

Bioware once wrote, a maximum of 3 or 4 placeables per tile was alright, more will cause lag, the area files will get bigger, takes more time to load, pathfinding will be harder etc.
Also don't place placeables on tile seams, that will cause lag as well, was their recommendation.
User avatar
NecroZombie
Team Member; Retired with Honors
Posts: 2744
Joined: Tue May 11, 2004 10:28 pm
Timezone: GMT -5
Location: The Republic of Texas

Post by NecroZombie » Fri Mar 18, 2005 2:49 pm

Alustriel wrote:Bioware once wrote, a maximum of 3 or 4 placeables per tile was alright, more will cause lag, the area files will get bigger, takes more time to load, pathfinding will be harder etc.
Also don't place placeables on tile seams, that will cause lag as well, was their recommendation.
That's good information to know.

3-4 per tile?..... Ugh
Alustriel
Apprentice Scholar
Posts: 853
Joined: Mon Apr 07, 2003 12:08 pm
Location: GMT+1/+2 dst
Contact:

Post by Alustriel » Fri Mar 18, 2005 6:17 pm

well in Avlis we use a lot more once in a while, a carpet, a table a few chairs etc. Just use common sense, don't overdo it, sometimes it looks a lot nicer when it is not so full, meaning it must have something to add. A hundred scorch marks serve the same purpose as ten. Also a small area can handle more placables an 16*16 area is different.
User avatar
ReallyStupidGuy
Scholar of Fools
Posts: 435
Joined: Sun Sep 26, 2004 1:44 am
Location: VA
Contact:

Post by ReallyStupidGuy » Sat Mar 19, 2005 12:05 am

I have been working on my own mod just for fun and to get a chance to DM on NWN every once in a while and I have never seen any real lag problems when playing with about half a dozen people. More players seem to cause more lag but I might be wrong about that... also wouldn't sounds and such cause a great deal of the lag?
Bashthraka
Durub of the Zu'tah Shak Brotherhood
Advocate of the holy order of Valok
Soldier in the alpha corps
Journeyman of the 4A
Post Reply