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Number of lightmap jobs


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#1
Lord of Fangs

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Does anyone know what determines the number of lightmap/ambient occlusion/shadow map jobs that will occur upon rendering all lightmaps?

#2
ladydesire

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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
Lord of Fangs

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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
TimelordDC

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100 models for each job?

#5
Lord of Fangs

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Is it? I have no idea, is there a place you can see how many models you have placed in a level?

#6
TimelordDC

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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.

#7
Lord of Fangs

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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
-Semper-

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TimelordDC wrote...

100 models for each job?


something around this. cores are not connected to the amount of jobs.

#9
Proleric

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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.

#10
-Semper-

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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
Proleric

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Can't say I've noticed any performance issues in game, just much faster lightmapping. I'll bear that in mind, though.

#12
tmp7704

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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?

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.

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 .