DYNAMIC LIGHT TEST

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DYNAMIC LIGHT TEST

MrSaddo
This post was updated on .
I have been testing the limits of the dynamic lighting engine with the various forge objects and I thought you guys might be interested to share the results.

Firstly, some important points.

- I tested these on IMPACT and I have no idea whether the same results will apply on the other canvas maps

- I tried the pieces in various positions: Merged/non merged; casting shadows on each other/ not catching shadows on each other; at various angles. NON OF THIS MADE ANY DIFFERENCE. The only factor seems to be the quantity and type of each forge piece used.

- To stress the engine, I created a canvas map. This canvas map contained 10 SILO3, 35 STATION CORRIDOR, 30 5X5 FLAT, 10 WALKWAY LARGE, 20 LARGE WALKWAY COVER, 25 WINDOW COLLISEUM, 40 STUNT RAMP, 15 SEASTACK. This limits the amount of blocks from each list I can test. For example, I can only test a maximum of 70 building blocks since 30 have already been used in the canvas.

Results posted below. The number next to each pieces is THE MAXIMUM NUMBER OF PIECES I WAS ABLE TO USE (IN ADDITION TO THE CANVAS PIECES) BEFORE THE DYNAMIC LIGHTING FAILED.

If anyone wants to help test a group of objects, the canvas map can be found in my file share, named LIGHT TEST.
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Re: DYNAMIC LIGHT TEST

MrSaddo
This post was updated on .
IMPACT:

Station console 22
Station core 55+ (does not cast a shadow)
Station Corridor 5

Station ramp 22
Station 90' 55+
Station 45' 22

Station 4way large cap 22
station 4way large 22
station 4way 5

Station T 5
Station airlock 5
Station transition 22

Station door jam 5
Station door jam#2 5
Station airlock small 55+ (no shadow)

UNSC tower 5
UNSC 2 story 5
UNSC 1 story 22

Silo#1 5
Silo#2 5
Silo#2 closed 22

Silo#3 22 (seems to have very strange and changeable lighting qualities)
Central floor cap 55


BUILDING BLOCKS:

1x1  22
1x1 flat 70+
1x1 short 22

1x1 tall 22
1x1 tall and thin 22
1x2 22

1x4 22
2x1 flat 22
2x2 70+

2x2 flat 22
2x2 short 22
2x2 tall 70+

2x3 22
2x4 22
3x1 flat 22

3x3 22
3x3 flat 22
3x3 short 22

3x3 tall 22
3x4 70+
4x4 22

4x4 flat 70+
4x4 short 70+
4x4 tall 5 (incredible but I double checked)

5x1 short 22
5x5 flat 22
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Re: DYNAMIC LIGHT TEST

MrSaddo
This post was updated on .
In reply to this post by MrSaddo
BRIDGES AND PLATFORMS:

Bridge small 22
Bridge Medium 40+
Bridge large 22

Bridge extra large 40+
Bridge diag 22
Bridge diag small 22

Dish 5
Dish open 5
corner 45' 22

Corner 2x2   22
Corner 4x4  22
Landing pad  22

Platform ramped 22
platform large 5
Platform xl  5

Cylinder large 22
Y cross 22
Y cross large 22

Sniper nest 5
Staircase 22
walkway large 5

BUILDINGS:

bunker small 12 (max limit with no ill effect)
bunker small covered 12
bunker box 12

bunker round 5
bunker ramp 12
pyramid 12

tower 2 story 12
tower 3 story 5
tower tall 5

room double 5
room triple 12

DECORATIVE:

Antenna small 80+
Antenna satelite 5
Brace 22

Brace large 22
Brace tunnel 5
Column 22

cover 22
cover crenelation 22
cover glass 22

railing small 22
railing medium 22
railing long 5

teleporter frame 5
strut 5
large walkway cover 5
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Re: DYNAMIC LIGHT TEST

MrSaddo
This post was updated on .
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DOORS WINDOWS AND WALLS:

Door 25+
Door double 22
Window 22

Window double 22
Wall 22
Wall Double 22

Wall corner 22
Wall curved 25+
wall coliseum 22

Window coliseum 5
Tunnel short 22
Tunnel long 22

INCLINES:

bank 1x1  60+
bank 1x2  60+
bank 2x1  60+

bank 2x2  60+
ramp 1x2 60+
ramp 1x2 shallow 60+

ramp 2x2  60+
ramp 2x2 steep  60+
ramp circular small  5

ramp circular large  5
ramp bridge small  22
ramp bridge medium  22

ramp bridge large  22
ramp XL  60+
ramp stunt  22
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Re: DYNAMIC LIGHT TEST

GodlyPerfection
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In reply to this post by MrSaddo
From your findings it looks like there are 3 classifications for every piece in the game.

Light Effect
Medium Effect
Heavy Effect

Which is actually extremely interesting. :) Great findings Saddo.


URL: http://i55.tinypic.com/13yi6va.png

Wanna help spread the word about ReachingPerfection.com at other sites? Use the image above and link back to us.
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Re: DYNAMIC LIGHT TEST

MrSaddo
In reply to this post by MrSaddo
Yep that's pretty much the conclusion. The info has already been used to great effect by one forger who swapped out 30 something 4x4 talls  (heavy effect) for 3x4s (light effect).
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Re: DYNAMIC LIGHT TEST

mrgreenwithagun
This post was updated on .
In reply to this post by MrSaddo
Are you saying more than 22 brace large blocks placed on the canvas will break the lighting? I have nearly all of those types on my canvas, no problem. I also nearly exhausted the building blocks, mostly 1x4 flat and 3x3 short and talls. No problem.

EDIT: I see what you did, you created a load initially, then added more blocks to see how much more that type of block can contribute before breaking the lighting. So to say I have used 80 brace larges is irrelevant without the same initial load. Am I correct?

EDIT AGAIN: I was noticing that your 4x4 tall is considered expensive, but I don't see any problem when using a ton of those blocks. Again, I think there is something incorrect about your test process or what you are really testing when you see failure.

I think the problem is far more than what each block can do to impact lighting. I think the internal collection objects are breaking down (the game engine fails while traversing the collections), just like we saw with respawn zones in Reach. In other words, it may not just be how many you add, but what order they were added, other conditions during their addition to the map, etc.

It seems that frame rate would be a much greater concern than breaking the lighting (or at least it is for me).