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Particle rendering priority?

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9 years ago
Is there a particle rendering priority that says "prune these particles/particle generators first" when graphical particle limit is reached?
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I once did this experiment in Spring 91.0:
I find map that have multiple geothermal smokes and zoom at only 1 smoke and opened debug view to check for particle count.

Smoke from other geothermal vent contribute to particle count, but when particle limit is reached smoke in front of me is shown less and less and can even disappear completely.

Some weapon effect are shown even particle limit are reached (such as missile trail), while some disappear completely (such as purple sparkle in Buoy's bullet).

I don't think there is intelligent particle limit in Spring 91.0 .If its smart, it should've ignored particle outside my view and count only particle that is in front of my screen.
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Skasi
9 years ago
Time to find the biggest particle-offenders. Let the hunt begin! *sharpens pitchforks*
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9 years ago
Shield generators take up particle limit and always seem to be drawn first (In fact they seem to be ALWAYS drawn, even if exceeding the particle limit).

It's mostly hardcoded stuff though, I don't think we have particle priority for cegs.
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Shield rendering can be fully overridden, i think, completely obliterating any particle use at the cost of having another unsynced gadget.

Sure, there you go:
quote:
DrawShield(number unitID, number weaponID) boolean

true skips Spring's own drawing of shield [weaponID] owned by unit [unitID]

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9 years ago
EErankAdminAnarchid it would be great to prune the particale generators for the strategic/tactical nuke explosions first before any other particles.
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9 years ago
I think it would be cool to have shields use very few particles until they get hit, at which point they display a sort of tile with a larger number of particles. Does anyone remember the shields of Supreme Commander 2? We may be able to lower zk shield particle spam by taking inspiration from their asthetic. Unfortunately the calculations for that would likely put more load on the CPU so we come back to the same issue, but I think it would look better and reduce late game particle spam.
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9 years ago
QAranknorm0616 SupCom2's aesthetic sucked.
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9 years ago
USrankAutoWar, Really? You didn't like the near transparent shield that seemed to harden as projectiles were incoming? I guess I'm a minority, just ignore my previous post then as my aesthetic opinions seem to be a great minority.
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quote:
I think it would be cool to have shields use very few particles until they get hit


like this? i like it.
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9 years ago
People need to see shields because their location is important and it is something they should be able to know based on the position of the generator.
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AUrankAdminGoogleFrog, I agree we need to see not only shield position, but also strength. The coloration of a shield is something I consider important, but I think that shields could be much more transparent until they come under fire. That would limit particle spam from shields in the back and significantly lower particle counts from shields in combat.



Consider a picture like this where most of the shields are close to transparent, but the one that got hit is very easy to see and makes for a nice contrast. Although I think these graphics would load down most users, I think the general concept could reduce particle count while making shields look more interesting.
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9 years ago
Can i have a quick explanation of what a "particle" is and how they are currently being used by shields?
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9 years ago
Increasing transparency would not decrease shield particle count. As far as I can tell shields are made of a small number of sections and each of these is a shield. Mess about with a shield at the edge of ALos to see how it is divided up into particles.
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9 years ago
You can also see the individual shield particles as small white dots on the minimap.

If someone wants to re-do shields as a gadget, that would be nice, as long as it's not any more of a resource hog than current shield drawing....
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