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LVZ/LVL Questions - Large Lvz Files

2dragons - Fri Jan 28, 2005 7:59 pm
Post subject: Large Lvz Files
I've noticed that large lvz files if linked to a cfg can cause decreased FPS rates, enough even to stop people from playing in the arena.

The lvz is all servercontroller so it display nothing, but apparently continuum loads the lvz into memory? causing the issue.

If you'd like here is the lvz, perhaps there is an issue in it.

However any suggestions or help would be appreciated to solving this issue if it can be.

Too large to include images, and i can't access FTP right now, but they are all bitmaps and the total lvz size is around 280kb.
Bak - Sat Jan 29, 2005 2:28 am
Post subject:
I noticed the same effect in afootball when I had it every pixel instead of every tile... the client probably has to loop through every mapboject and do an if to see if it should draw it.... 50000 of these a second and you notice a decrease in FPS.
RAYfighter - Wed Feb 16, 2005 10:06 am
Post subject: Re: Large Lvz Files
2dragons wrote:
I've noticed that large lvz files if linked to a cfg can cause decreased FPS rates, enough even to stop people from playing in the arena..


Would you say that using 1 large image instead of 100 small images (simplt made by slicing the large one into 100 small) is at all situations better for client? From filesize view it's definetly better.
Phyran - Wed Feb 16, 2005 11:52 am
Post subject: Re: Large Lvz Files
RAYfighter wrote:
[..]



Would you say that using 1 large image instead of 100 small images (simplt made by slicing the large one into 100 small) is at all situations better for client? From filesize view it's definetly better.


large file size to an extent is better for frame rates than 100 small size images which causes significant frame lag
SuSE - Wed Feb 16, 2005 12:00 pm
Post subject:
Phy means large dimensions, of course - 256-512, etc
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