
notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Oct 24, 2016 05:36 PM
Msg. 1 of 5
HCE has a built-in particle cap; Kornmann claims such a limit has been increased with the use of OS. Question is; what's the limit WITH and WITHOUT OS? What's the limit related to? Memory usage (like, you have 12 mb of memory for your particles, so it's related to the sprite itself) or sheer particles number?
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Tucker933
Joined: May 27, 2010
loliporn.net
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Posted: Oct 24, 2016 06:29 PM
Msg. 2 of 5
The limit was raised by 50% with HAC2, and couldn't get any higher due to inherent limitations of the engine, which leads me to believe OS has a very similar bump.
If I remember correctly, it was from 1000 to 1500. Edited by Tucker933 on Oct 24, 2016 at 06:33 PM
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notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Oct 24, 2016 07:06 PM
Msg. 3 of 5
Quote: --- Original message by: Tucker933
The limit was raised by 50% with HAC2, and couldn't get any higher due to inherent limitations of the engine, which leads me to believe OS has a very similar bump.
If I remember correctly, it was from 1000 to 1500. Edited by Tucker933 on Oct 24, 2016 at 06:33 PM Are you sure about that? 1000 is a pretty high number
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Tucker933
Joined: May 27, 2010
loliporn.net
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Posted: Oct 24, 2016 07:31 PM
Msg. 4 of 5
Quote: --- Original message by: notrododo93Quote: --- Original message by: Tucker933
The limit was raised by 50% with HAC2, and couldn't get any higher due to inherent limitations of the engine, which leads me to believe OS has a very similar bump.
If I remember correctly, it was from 1000 to 1500. Are you sure about that? 1000 is a pretty high number Before Bt took a crack at it, I was always under the impression the limit was 100 (thought someone credible said that at one time). There's actually several limits to particles, depending on whether they're generated by a particle system tag, particle tag, and if the latter, whether that particle has collision. I don't recall the entire breakdown, but one of the larger limits was 1024 or 2048, and the total limit was raised by 50% with HAC2. It sounds like a lot, but it becomes easier to believe if you look up a visualization of 100 points. It's terribly low when you're talking particles, and many stock effects are also set to generate hundreds at a time (with significant lifespans). Edited by Tucker933 on Oct 24, 2016 at 07:46 PM
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002
Joined: Jan 28, 2015
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Posted: Oct 27, 2016 01:15 PM
Msg. 5 of 5
Quote: --- Original message by: notrododo93Quote: --- Original message by: Tucker933
The limit was raised by 50% with HAC2, and couldn't get any higher due to inherent limitations of the engine, which leads me to believe OS has a very similar bump.
If I remember correctly, it was from 1000 to 1500. Edited by Tucker933 on Oct 24, 2016 at 06:33 PM Are you sure about that? 1000 is a pretty high number Stock Halo's particle table has a hard limit of 1024, if this is what you mean. This sounds like a high number, but it can add up very, very quickly even on stock Halo if you have 10 or more players, as this includes offscreen particles, as well.
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