To give some quantitative numbers and measurements into the discussion: for the LOg2 main campaign, my system with a AMD 3.6GHz CPU and some years medium AMD graphic card, manages to be CPU and GPU limited in the outside areas (50%/50% for reasonable resolutions). LoG2 engine is quite heavy both CPU and GPU wise, what is untypically for a game in my experience.minmay wrote:Memory usage from game objects is going to be dwarfed by the memory usage from textures, etc. The bigger problems are:
- CPU usage. I believe all components on 3 levels will be updated every frame (this was the case in Grimrock 1, not sure about Grimrock 2); if you really have tons of components on one or more levels it could cause problems. I did some testing and 1,024 floor triggers on a level (one for each tile) will probably add a few milliseconds to the update delay, so you can get away with it but there's probably a better way to accomplish whatever it is you want to do. Of course if you mean 1,000 floor triggers in your entire mod, not just one level, it's unlikely to be a problem.
Note that FloorTriggerComponent seems to be exceptionally demanding; 1000 spawners or 1000 timers is no problem.
- Save games. Every object in the dungeon has to be saved in the save game file. If it doesn't have minimalSaveState, its entire state has to be saved. The more objects you have, especially without minimalSaveState, the longer it'll take users to save the game (and the larger the file will be).
Doors and monsters will presumably have models or particle effects, so your limitation there is basically guaranteed to be the GPU rather than any other hardware.
The main campaign has about 60,000 objects.
This isn't because of the number of objects, though. Not really relevant here.badhabit wrote:To give some quantitative numbers and measurements into the discussion: for the LOg2 main campaign, my system with a AMD 3.6GHz CPU and some years medium AMD graphic card, manages to be CPU and GPU limited in the outside areas (50%/50% for reasonable resolutions). LoG2 engine is quite heavy both CPU and GPU wise, what is untypically for a game in my experience.
This I would like to know, because I see it otherwise wise. The outside areas with the greatest FPS hits, have most probably more objects. Also, Petri mentioned in a thread that an excessive draw call number as performance bottleneck, which is I guess related to the object number.minmay wrote:This isn't because of the number of objects, though. Not really relevant here.badhabit wrote:To give some quantitative numbers and measurements into the discussion: for the LOg2 main campaign, my system with a AMD 3.6GHz CPU and some years medium AMD graphic card, manages to be CPU and GPU limited in the outside areas (50%/50% for reasonable resolutions). LoG2 engine is quite heavy both CPU and GPU wise, what is untypically for a game in my experience.