Now, I haven't tested this lately, but when I last worked on Whyst Garden, I was having problems of crashing when I put the Nth object in a scene. I don't know what N equals. But I do know that every time I tried to put that last object in there, boom, I crashed.
I deleted a few objects that weren't as important, and as if my theory were correct, this allowed me to put exactly that number more objects in the world before crashing.
The scene isn't heavy. It loads nicely, but it has so many objects because the whole place is built with only 12 or so meshes, but they are duplicated. It's very modular.
Does this sound plausible? Is there a MAX count of object iterations allowed in a scene?
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If so, can we get this increased in a future update? I would love to expand Whyst Garden. I think it would load nicely because of its modular style existing of mostly iterations.
-Whystler
6 comments
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Galen I don't think there's a practical object limit, but there is a practical collision volume limit of a bit over 4000.
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Whystler Hmm, maybe it was just an odd time. When I was doing this, there were a number of odd crasheroos going on in Sansar Land. I'll try to spend some time expanding it a little to see if it happens again.
Regarding collision limit .. is that 4000 collision meshes, or 4000 collision polys? -
Galen Individual collision meshes, not polygons. Egads, that would be awful.
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Galen BTW, this is one thing that will limit the utility of building kits, alas.
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Garth Economical construction is still best for performance but this crash has been fixed and one creator reported exceeding 9000 objects on testing. Please do contact support if it persists for you.
Garth
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Whystler Hey Garth,
It hasn't been an issue for me since shortly after I posted this. Thanks! No worries now.