Sean Catherine
Member
Here are my problems; please bare with me:
Manually arranging/adding instances and assets in/to my rooms is so laggy at this point that it is becoming nearly impossible... Running and debugging though "successful" take around 12 minutes each time.
Regarding my sprites, they range in byte size between 200 and 800 KB, and their pixel sizes range between 60 x 60 and 800 x 800. I have about 80 of these. A few weeks ago, I was having a problem with these sprites' alpha completely disappearing from the resource tree (icons), sprite and image editors... At that time, they were allocated on 4096 texture pages, and I made certain that they fit appropriately according to their pixel sizes... The disappearing problem finally stopped when I re-allocated much fewer of them to 2048 texture pages. This is strange however because I had lower byte size sprites on the 4096 pages which were 1920x1080. Is there some kind of byte limit that the texture pages have irregardless an appropriate pixel size? Btw, this had been happening on both my Mac and Windows machines —the hardware is not a problem. It would be optimal if I could put as many sprites as I could fit back on to the 4096 pages (without them disappearing).
My rooms are 16,000 x 16,000. I have roughly 5,000 instances based on 60 sprites in each room across 3 layers, and about 1,200 sprites on 2 assets layers as well. So I'm getting the really bad lag when I'm working in the room trying to do simple things (moving things around, etc.). When I open a new blank room, I can move things around very quickly, normally, which —correct me if I'm wrong— seems to indicate that each room has its own cache? What doesn't make any sense is that when I observe my "Activity Monitor" (a Mac app displaying current cpu, gpu, read/write, and memory) my hardware isn't under any notable stress during the periods when I'm trying work in the room.
I got so worried about this that I decided to duplicate one of my rooms x 30 just to see what would happen for a debugging/running. I wanted to know what I'd be in for given that there will be about 300 of these rooms. When I did so, that's where I got the 12-minute cycles noted above. What scares me is that there isn't even any programming attached to these objects yet.
Could someone try to explain what may be happening to my non-programming self?
thx
Manually arranging/adding instances and assets in/to my rooms is so laggy at this point that it is becoming nearly impossible... Running and debugging though "successful" take around 12 minutes each time.
Regarding my sprites, they range in byte size between 200 and 800 KB, and their pixel sizes range between 60 x 60 and 800 x 800. I have about 80 of these. A few weeks ago, I was having a problem with these sprites' alpha completely disappearing from the resource tree (icons), sprite and image editors... At that time, they were allocated on 4096 texture pages, and I made certain that they fit appropriately according to their pixel sizes... The disappearing problem finally stopped when I re-allocated much fewer of them to 2048 texture pages. This is strange however because I had lower byte size sprites on the 4096 pages which were 1920x1080. Is there some kind of byte limit that the texture pages have irregardless an appropriate pixel size? Btw, this had been happening on both my Mac and Windows machines —the hardware is not a problem. It would be optimal if I could put as many sprites as I could fit back on to the 4096 pages (without them disappearing).
My rooms are 16,000 x 16,000. I have roughly 5,000 instances based on 60 sprites in each room across 3 layers, and about 1,200 sprites on 2 assets layers as well. So I'm getting the really bad lag when I'm working in the room trying to do simple things (moving things around, etc.). When I open a new blank room, I can move things around very quickly, normally, which —correct me if I'm wrong— seems to indicate that each room has its own cache? What doesn't make any sense is that when I observe my "Activity Monitor" (a Mac app displaying current cpu, gpu, read/write, and memory) my hardware isn't under any notable stress during the periods when I'm trying work in the room.
I got so worried about this that I decided to duplicate one of my rooms x 30 just to see what would happen for a debugging/running. I wanted to know what I'd be in for given that there will be about 300 of these rooms. When I did so, that's where I got the 12-minute cycles noted above. What scares me is that there isn't even any programming attached to these objects yet.
Could someone try to explain what may be happening to my non-programming self?
thx