20,000!

All about modding, mapping and modeling for D2X-XL

Moderators: Frustikus, simX, Aus-RED-5

User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

20,000!

Postby karx11erx » Tue Apr 03, 2012 4:41 pm

20,000! (Please regard that this mission requires a system with at least 4 GB main memory and will only run with the 64 bit version of D2X-XL!)

Image

Image

Image

Data precalculation took 4 minutes on my main system (4 cores assigned). Load time for precalculated data was around 10 seconds (~ 580 MB). Frame rate is around 25 fps.

Please regard that this mission requires a system with at least 4 GB main memory and will only run with the 64 bit version of D2X-XL!

On MS Windows, the 64 bit version of D2X-XL is located in the subfolder 'x64' or 'bin/x64-omp' of the D2X-XL installation folder. Specify your D2X-XL folder to it using the command line switch "-userdir <folder>" (e.g. -userdir d:/games/d2x-xl). You will need to either create a desktop shortcut in order to be able to specify that switch, or to launch D2X-XL from a DOS prompt.
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: 20,000!

Postby karx11erx » Tue Apr 03, 2012 9:30 pm

The 20,000 segment map from the post above has a 50x50x8 segments layout.

I have added a second 20,000 segment map with a 100x100x2 layout to the hog file; it stresses D2X-XL quite a bit more.
User avatar
Alter-Fox
Posts: 1132
Joined: Mon Mar 31, 2008 7:29 pm
Location: some other reality

Re: 20,000!

Postby Alter-Fox » Tue Apr 03, 2012 9:43 pm

Why does it require the 64-bit program?
We live in a universe... It's distracting
=========================================================
beware of ounce
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: 20,000!

Postby karx11erx » Tue Apr 03, 2012 10:15 pm

Memory requirements.
User avatar
Alter-Fox
Posts: 1132
Joined: Mon Mar 31, 2008 7:29 pm
Location: some other reality

Re: 20,000!

Postby Alter-Fox » Wed Apr 04, 2012 12:32 am

Darn.
We live in a universe... It's distracting
=========================================================
beware of ounce
User avatar
Hawkins
Posts: 256
Joined: Wed Jan 11, 2012 1:18 pm
Location: /Universe/Milky-way/Sol/Earth/Europe/Greece/Athens/~

Re: 20,000!

Postby Hawkins » Wed Apr 04, 2012 1:44 am

That's what I said too...
Gigabyte® GA-X48-DQ6
Intel® Core 2™ Quad Q6600 @2.4GHz
ATi(AMD®) Radeon™ HD4870
________________________________________________________________________
Descent Rangers
Captain of Black Lions squadron
User avatar
Maaspuck
Posts: 71
Joined: Sun Dec 30, 2007 3:34 pm
Location: Hamburg, Germany

Re: 20,000!

Postby Maaspuck » Wed Apr 04, 2012 2:52 pm

Wow....

11 minutes and 17 seconds from "Launch game" until final start of the level on my Core 2 Duo 6750 ( :sleep: ). Flying around was a bit laggy but works for me. I guess this would be more critical with more players and many many debris aand smoke inkluding shadows... :think:

Maaspuck
ASUS P8Z77-V Pro
Intel Core i7 3770K
16 GB DDR3 1666 RAM
Soundblaster X-Fi Platinum Fatal1ty Champion
NVidia GTX 670

Windows 7 Ultimate x64
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: 20,000!

Postby karx11erx » Wed Apr 04, 2012 3:49 pm

I managed to decrease D2X-XL's memory requirements, so these levels should be playable with the 32 bit versions, too (v1.15.242 and up).

They aren't really spectacular though - just two big boxes with a few fuel and repair centers. A tech demo, nothing more.
User avatar
Enzo03
Posts: 135
Joined: Wed Apr 01, 2009 1:19 pm
Location: Private Luxury Worldship.
Contact:

Re: 20,000!

Postby Enzo03 » Wed Apr 04, 2012 5:00 pm

The small devil on one of my shoulders tells me to say "So continues the pissing contest." The small angel on my other shoulder tells me not to do it.

Wat do?

=======

I have a feeling that if Obi's computer has trouble running it well, then if I tried running this even though I have all the memory requirements as well as a 64-bit system, my computer would melt. :lolol:

Welp, that's what I get for using a laptop.

Can't wait to see someone make a 20,000 cube level using cubes of practical size (i.e. look at large levels from before the cube limits were first expanded. Now imagine levels made of 20,000 cubes of comparable sizes).

Superlevels.

Sounds... insane. :lol:
Some people are like Slinkies. They aren't really good or even useful for anything but they always manage to put a little smile on your face when you give them enough of a push down the stairs.
User avatar
Red_5
Posts: 401
Joined: Tue Sep 25, 2007 11:34 pm
Location: Somewhere, America
Contact:

Re: 20,000!

Postby Red_5 » Wed Apr 04, 2012 9:47 pm

Took exactly 15 minutes to load on my MacBook pro with standard lighting, ran at 25fps minimum, better when there were fewer segments visible, like when I was chillin' in the repair center.


Pretty cool.
Regards from Red_5

MacBook Pro 13"
2.4GHz dual-core Intel i5 processor
320GB 5400-rpm hard drive
Intel HD Graphics 3000 with 384MB DDR3 SDRAM
4GB 1333MHz DDR3 memory
7 Beautiful Hours of Battery
User avatar
Hawkins
Posts: 256
Joined: Wed Jan 11, 2012 1:18 pm
Location: /Universe/Milky-way/Sol/Earth/Europe/Greece/Athens/~

Re: 20,000!

Postby Hawkins » Wed Apr 04, 2012 10:00 pm

Yeah I recently heard that the "high" lighting setting with "standard" lightmap quality is better performance-wise, then standard lighting setting (period). And indeed this level is a good performance stress testing as you see as much as you can see in every direction. I wonder how the engine goes about, when most of the level is hidden from sight, more like single player levels. I'm making LPC on the new 20.000 setting combining the ideas of an ATLAS (XL) project I had started along with improved SPC. This is neat. It is expected that framerate will drop severely regardless in this level, either by robots present (for single player) of player mayhem (in multiplayer). We should use this level for some testing with a couple of players with good rigs on Galactic Event V. (when it happens)
Gigabyte® GA-X48-DQ6
Intel® Core 2™ Quad Q6600 @2.4GHz
ATi(AMD®) Radeon™ HD4870
________________________________________________________________________
Descent Rangers
Captain of Black Lions squadron
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: 20,000!

Postby karx11erx » Wed Apr 04, 2012 10:33 pm

It should run faster with lightmaps.

I wonder how often I will have to repeat that until people start to believe me.

At standard lighting, D2X-XL computes the lighting for every light source in the visible area of the level each frame. With lightmap lighting, D2X-XL only does that for variable lights. All lights that cannot change (be destroyed or are flickering), will not cause lighting calculations - their light has gone into lightmaps. Lightmaps simply are colored textures that are multiplied into the render view to create the illumination. That is a very cheap process computing power wise.

Enzo,

There never was a contest, because there never was a serious contender. ;)

It's strange that Obi has these problems. His computer specs look impressive.
User avatar
Red_5
Posts: 401
Joined: Tue Sep 25, 2007 11:34 pm
Location: Somewhere, America
Contact:

Re: 20,000!

Postby Red_5 » Wed Apr 04, 2012 10:46 pm

I've actually never heard that until now. I'll have to give it a shot!
Regards from Red_5

MacBook Pro 13"
2.4GHz dual-core Intel i5 processor
320GB 5400-rpm hard drive
Intel HD Graphics 3000 with 384MB DDR3 SDRAM
4GB 1333MHz DDR3 memory
7 Beautiful Hours of Battery
User avatar
Enzo03
Posts: 135
Joined: Wed Apr 01, 2009 1:19 pm
Location: Private Luxury Worldship.
Contact:

Re: 20,000!

Postby Enzo03 » Fri Apr 06, 2012 5:14 pm

It makes sense that lightmaps would increase performance simply because of how they work as opposed to something such, say, as unified lighting.

Question: Is it possible to have precomputed lightmaps from one computer used on another computer so that the second computer would not have to go through the trouble of spending the better half of an hour making them on its own? Largely just curious.
Some people are like Slinkies. They aren't really good or even useful for anything but they always manage to put a little smile on your face when you give them enough of a push down the stairs.
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: 20,000!

Postby karx11erx » Fri Apr 06, 2012 6:45 pm

Sure. Some of the biggest maps I am hosting on my server have precomputed light data in their archives.

Return to “D2X-XL Mapping & Modding”

Who is online

Users browsing this forum: No registered users and 1 guest