I made a cutscene, 1 minute long (100fps) and I have to wait like 15 seconds now for it to let me change anything. Is that normal? It was all good until it got to 58.25. I have a few tracks with animations added and mostly it was just one character with VOs and animations. Now Another character entered and I am getting nowhere. Whats wrong? Toolset can't handle 1 minute animation or I shouldn't create 100fps cutscenes?
Toolset is very annoying sometimes.
Débuté par
Ginggis Khan
, nov. 29 2009 09:33
#1
Posté 29 novembre 2009 - 09:33
#2
Posté 29 novembre 2009 - 09:35
100fps is a lot. There's really no reason to go above 30fps in a cutscene.
#3
Posté 29 novembre 2009 - 09:40
the toolset is only capable of handling so much memory. so it could be the toolset or it might be your system. 100fps would be too difficult for most systems to handle. -especially with a large/and or widescreen monitor and high resolution set.
Modifié par KirbySkywalker, 29 novembre 2009 - 09:41 .
#4
Posté 29 novembre 2009 - 12:50
I noticed a severe slow down in the toolset when I had to change the position of anything on the timeline, or a cameras view (changing the render viewport), after I started to place lines from a dialogue file into the timeline. The cutscene was less than a minute, with normal fps settings. I was wondering if there might be some bug to be worked out when adding dialogue lines to the timeline. Anyone else see this happening to them?
When I noticed this happening, the toolset showed it was using between 700-900mb of my systems memory. I have 4gb of system memory. And my video card has 1gb video memory. Quad core processor too just to complete the description I guess. I can run DAO with no hiccups with the toolset still open in the background, as well as half a dozen or more webpage tabs from various points of research for modding, Excel open still from editing XML's for 2DA's, graphics programs still open from texture editing and such, etc etc. I can do all that fine, but as soon as I place dialogue lines, and have to do anything else in the cutscene editor, the performace goes to crap.
When I noticed this happening, the toolset showed it was using between 700-900mb of my systems memory. I have 4gb of system memory. And my video card has 1gb video memory. Quad core processor too just to complete the description I guess. I can run DAO with no hiccups with the toolset still open in the background, as well as half a dozen or more webpage tabs from various points of research for modding, Excel open still from editing XML's for 2DA's, graphics programs still open from texture editing and such, etc etc. I can do all that fine, but as soon as I place dialogue lines, and have to do anything else in the cutscene editor, the performace goes to crap.
#5
Posté 29 novembre 2009 - 11:05
I've just found out whats the major performance culprit - HEADTRACKING. I disable it and its all smooth and great. Its annoying that while working on big projects I start finding annoying little bits that makes this toolset feel worthless. I switch to 30FPS and recreating the cutscene. I use many less tracks now. But as soon as I get to 900 frames (30fps cutscene) and if there are any headtracks I use - thats it, performance goes down drastically until I remove the headtracks. Then i can continue without problem. Without headtracking though, its not the same. So either we have to limit ourselves to very short cutscenes (50 seconds or 900 frames max) or never user Headtracking.
I'd love to see some patch. You can't really do anything on professional level woth these little annoying bits that you run into.
I'd love to see some patch. You can't really do anything on professional level woth these little annoying bits that you run into.
#6
Posté 30 novembre 2009 - 01:05
Yeah, I came across this as well. Good to know you were able to see what was casuing it. Bioware will be able to use that info, and hopefully fix it at some point.
#7
Posté 30 novembre 2009 - 01:12
I also had a headtrack in my cutscene, right at the very end. Never thought that could be the culprit as I deleted my cutscene when it became "unworkable". When I get around to doing a cutscene again I will do some tests to see if I get issues at the same point (900 frames w/ headtracking).
#8
Posté 30 novembre 2009 - 02:18
If you think about it, most of the cutscenes in the game didn't go over 50 seconds. The whole battle where Duncan and the King die and similar cutscenes don't count, as they were done with Bink and not straight through DA's cutscene function.
#9
Posté 30 novembre 2009 - 07:47
Yeah, but you know, I'd love to see suggestions like that in tutorials. Like what would it take for devs to put a little TIP note in tutorial. Unless they couldn't figure this out. Well, now they know. I doubt there will be any improvement on it. Since it seems to be a Toolset flaw.
Honestly though, when I get to those time frames on a time line (55 seconds or 900 frames), even ONE SINGLE headtracking track will make cutscene practically unresponsive. It does let me make changes after about 20-30 seconds, I am that lucky at least. I can remove it to regain the functionality. For some people the whole thing just freezes up with no response. Really bad flaw in application.
Honestly though, when I get to those time frames on a time line (55 seconds or 900 frames), even ONE SINGLE headtracking track will make cutscene practically unresponsive. It does let me make changes after about 20-30 seconds, I am that lucky at least. I can remove it to regain the functionality. For some people the whole thing just freezes up with no response. Really bad flaw in application.





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