I got seriously carried away with placing Dynamic light "things" in one area mostly "subtractive" for shadow work in GZDOOM (UDMF). This area
is loaded with 3D Sectors (approx. 75). approx. 65 monsters, total sectors (300), decorative things (25) and so far dynamic light "things" (50+).
This runs fine without any blog down however I am using an i7 CPU, 8G Ram and an Nvidia 650 so it's fairly quick. Is there a rule of thumb for dynamic light "things" in one visible area for the slightly higher than median computer? I am not sure where the "cutoff" (if any) might be and my intentions are to add more. GZDoom just seems to be totally unaffected no matter what I install.
Dynamic Light "Things"
Moderator: Graf Zahl
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- Global Moderator
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Re: Dynamic Light "Things"
One thing I know about dynamic lights is that they're resource-intensive and should be used sparingly. The majority of the time when someone is suffering slowdowns, dynamic lights are the cause, and disabling them helps tremendously (I experienced that personally with my 7-year-old machine). So if you're worried that people might experience performance issues playing your maps, then you may want to tone down the use of dynamic lights.
One thing to note is that a big number of people here in the community have decent to lower-end machines. So if your map or maps are really demanding, people might shy away from them.
One thing to note is that a big number of people here in the community have decent to lower-end machines. So if your map or maps are really demanding, people might shy away from them.
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- Joined: Sun Dec 29, 2013 1:25
Re: Dynamic Light "Things"
I was afraid that might be the case. Thanks for the reply.