Re: How Many Seconds in "3s"
Duh102 wrote:
grenade wrote:
In oblivion i have 30 Giga Bites of mods (reallly HUGE) and i have same fps as without them.
Probably loads them in a more RAM conscious manner, such as loading them only when you need them. Cortex dumps everything it might need, and some that it probably won't, into RAM every time it loads, then frees it all up after it closes.
Yeah, Oblivion loads stuff in other game world cells as you're roaming about in the wilderness and get closer to entering it, that's how it can have square miles of content accessible without stopping. Then when you use doors that lead to other game world cells, you get loading screens.
-- CC could possibly load content data only as is necessary. Initially it could just scan DataModules for the PresetNames, type of object, buyability, and buying icon sprites of the content objects, and then fully load the particular .ini's contents when an object of the .ini is called upon. As you're building, some delay is alright, and most anything that can reasonably be ordered via ship can be loaded within the 3 second delivery time. So that gives a chance for bought objects to be be loaded in game without causing annoying gameplay-interrupting loading. Then everything could be organized so the objects the bought objects rely on would be loaded along with the bought object.
-- This could be done by making the IncludeFile line only effective when the file has not been read before. Then for example, a hypothetical "Coalition Heavy Soldier.ini" file would have the IncludeFile line for "Coalition Soldier Gibs.ini" at the
top, so his gibs would be loaded before him when he's being loaded, unless "Coalition Light Soldier.ini" had called for the gibs to be loaded for his purposes. They would both also have all the other files they would need to call upon on IncludeFile lines. Obviously materials and some other specific files would always be loaded from the start.
--This would call for a reorganization of content, but I believe that a more restrictive organization could be beneficial even just for the purpose of regularized organization.
--Missions and Maps would be able to predict the content they'll initially use right off the bat, so they could get loading screens.
--Content Data that is not put to use for a certain time criteria (eg for the past three minutes) could be discarded and reloaded if necessary. Terrain Object and Terrain Debris data could be discarded immediately after the game starts and the map is made; and reloaded when a new game is started.
I think this would make it much more feasible for CC to have a large amount of content (vanilla and mod, even just vanilla) and still play well.
I would like it if Data were to consider the idea, and make the decision as to whether to use it himself. He certainly would know better than I if it would be wise to implement. I'm just saying it's something to think about.