Does anyone know what determines the number of lightmap/ambient occlusion/shadow map jobs that will occur upon rendering all lightmaps?
Number of lightmap jobs
Débuté par
Lord of Fangs
, sept. 06 2010 10:36
#1
Posté 06 septembre 2010 - 10:36
#2
Posté 06 septembre 2010 - 11:00
I believe it is based on the number of cores in the CPU, but I've not done enough level renders to be sure.
#3
Posté 06 septembre 2010 - 11:08
Something about the level you are lighting affects it though, right? Every time I render lights in a new level, I get a different number of lightmap jobs. More "things" in the level seem to make for more lightmap jobs, but I don't see a solid equation or anything.
Modifié par Lord of Fangs, 06 septembre 2010 - 11:08 .
#4
Posté 06 septembre 2010 - 11:15
100 models for each job?
#5
Posté 06 septembre 2010 - 11:21
Is it? I have no idea, is there a place you can see how many models you have placed in a level?
#6
Posté 07 septembre 2010 - 12:09
There is a Model Instance ID for each object you place in the editor but that ID doesn't take into account deletions.
The 100 came from a quick look at the xmls used in the jobs.
The 100 came from a quick look at the xmls used in the jobs.
#7
Posté 07 septembre 2010 - 12:28
Hmm it could be possible. If that's correct, the difference between my latest Model Instance ID and the number of lightmap jobs means my habit of copying+pasting+not liking+deleting is way more rampant than I thought =/
#8
Posté 07 septembre 2010 - 12:17
TimelordDC wrote...
100 models for each job?
something around this. cores are not connected to the amount of jobs.
#9
Posté 08 septembre 2010 - 09:37
Sounds roughly right. When I add lots of models, the number of jobs (and time) increases.
The process seems to take just as long in the red and amber zones, so having lots of vista models is bad news.
For interiors, there also seems to be a minimum of one job per room. So now I tend to make everything one room unless it really matters whether the player can look ahead before the door opens.
The process seems to take just as long in the red and amber zones, so having lots of vista models is bad news.
For interiors, there also seems to be a minimum of one job per room. So now I tend to make everything one room unless it really matters whether the player can look ahead before the door opens.
#10
Posté 08 septembre 2010 - 02:36
Proleric1 wrote...
For interiors, there also seems to be a minimum of one job per room. So now I tend to make everything one room unless it really matters whether the player can look ahead before the door opens.
for the most time your indoor levels are packed with tons of props. if you make everything as one room you will notice a very bad performance as it is rendered instantly. i would not go this route.
#11
Posté 08 septembre 2010 - 04:28
Can't say I've noticed any performance issues in game, just much faster lightmapping. I'll bear that in mind, though.
#12
Posté 08 septembre 2010 - 04:32
Each individual instance of model placed in the scene can require at least one lightmap, some meshes require more than one map due to how they're set up. This includes individual wall pieces and such.Lord of Fangs wrote...
Does anyone know what determines the number of lightmap/ambient occlusion/shadow map jobs that will occur upon rendering all lightmaps?
I didn't pay attention how this translates into number of jobs, but would imagine that's related to how many combined "atlas maps" of individual light maps need to be produced, and that in turn would be tied to number of lightmaps total and their individual sizes (smaller lightmaps can be packed in larger numbers, larger lightmaps may take more combined textures to fit)
Modifié par tmp7704, 08 septembre 2010 - 04:39 .





Retour en haut






