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.
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).