Hi guys, I am sure many of you have had more fun than should be allowed making our foundries as I have, but this is a good thing lol;).
What do you guys think about a Detail Budget Increase like this below?
Small maps: 1500 items Medium maps: 2500 items Large maps: 3000 items X-Large maps: 3500 items
As we know, they started us off with a universal 1500 total Detail item Budget for all map sizes. This is great for starters for small maps and pre-detailed small-med. maps. However, for the empty blank maps 1500 is just nowhere near enough for a large or x-large map, I'd even say it's very borderline for medium maps. I am quite sure it's impractical for a host of reasons to not have infinite detail qty., and frankly I wouldn't need it, that's just too extreme.
Currently for us more creative ones, it's very limiting to be truly creative and make very unique and inspired and epic foundry environments. This is more than just a simple item increase issue alone, it's also the cost of many of the items are not reasonable.
For example the 'Dwarf Bridge Tower 01' has a cost of just 1(and the building piece is gargantuan), whereas the 'Blackdagger Keep Gate 01' has a very high cost of 16(and by comparison it's much smaller and simply just a fort keep piece).
Neither seem have any art/graphical appearances that look that dramatically different(but I'm no expert), and just further severely limits creative item placement. Just make every piece have a cost of 1 and be done with it.
On a similar note, it would be great to have the ability to do at least some basic terrain editing(SimCity-like terrain tools come to mind). They gave us tons of great premade map options, but I am sure you all know it's never exactly the ideal maps we need or want for that perfect idea we have in mind(thus wasting more Detail Budget to terraform with rocks and other pieces).
So let me know what you guys think or if you have any other related suggestions.
The physical size of an object has nothing to do with its budget. Budget would be defined by things like the number and memory size of distinct textures, multiple shader surfaces, the number of distinct or animated meshes, any "baked in" fx or particle generators, etc.
EDIT: in other words budget has to do with how much gpu/gmem is required to render the object, and size is a mostly insignificant part of what makes an object expensive to render.
The physical size of an object has nothing to do with its budget. Budget would be defined by things like the number and memory size of distinct textures, multiple shader surfaces, the number of distinct or animated meshes, any "baked in" fx or particle generators, etc.
It is funny, if you are heavy on clusters you use it up fast without any real improvement. I carefully designed map (even large) can be fantastic within 1500.
My new quest:
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tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
edited May 2013
Unless you have tested maxed-out maps on the minimum hardware specified to run the game, you cannot claim that higher limits are reasonable.
The limits were not set to limit authors, but rather to ensure that your map renders well on all hardware that is supposed to be capable of running the game.
The development team has spent time benchmarking to try and find a good balance.
A better solution might be to allow authors to mark content as optional (especially with the tools that drop whole clusters of objects like grass), and have the system detect how much optional content a given player's hardware should be able to support. If that were implemented, the same/similar limits would be placed on required content, but authors would be able to enhance the experience for those with better gaming platforms.
Hopefully at some point the budget will not just be a count of objects, but a measure of how expensive it is to render all of the objects on the map. The current formula is simplistic.
Thanks for the feedback already! I did expect there were technical limitations/issues that would possibly prevent too high a count. Of course I don't claim to know what the reasons are exactly as I don't know, but it's always good to hear great responses that are informative and give other perspectives to consider.
Thanks for the feedback already! I did expect there were technical limitations/issues that would possibly prevent too high a count. Of course I don't claim to know what the reasons are exactly as I don't know, but it's always good to hear great responses that are informative and give other perspectives to consider.
Thanks for the feedback already! I did expect there were technical limitations/issues that would possibly prevent too high a count. Of course I don't claim to know what the reasons are exactly as I don't know, but it's always good to hear great responses that are informative and give other perspectives to consider.
We were told how budget was handled specifically and in great technical detail directly by the devs during one of the last Foundry updates before the game launched. We were told why some giant things cost 1 while some small things cost 16 for instance. While your op claims there's no graphical reason why, there is. The budget was cut sharply (to the point a number of people quit because of it). So basically, it's asking for a flying car.
We were told how budget was handled specifically and in great technical detail directly by the devs during one of the last Foundry updates before the game launched. We were told why some giant things cost 1 while some small things cost 16 for instance. While your op claims there's no graphical reason why, there is. The budget was cut sharply (to the point a number of people quit because of it). So basically, it's asking for a flying car.
I dunno, I don't think it's necessarily as cut and dry as that. A lot of light and fog sources take up 1 detail point, whereas a tree might take up 3. Now sure, to render the tree might have more faces, but I could stack them high and use up my budget on trees... try doing that with fog and your FPS goes to a crawl.
I'd sooner see a "You are working beyond the optimized limits for your Foundry quest" warning, and let authors choose to publish or not (still have a limit, but a lot higher), and if they optimize it badly then their rating is going to show.
Alternatively remove the limit of the number of maps you can have per quest. Whilst 15 is a decent number for a lot of quests, it's BAD for some (if you want difficulty slider, alternate story maps, one off areas that don't require a full map).
I dunno, I don't think it's necessarily as cut and dry as that. A lot of light and fog sources take up 1 detail point, whereas a tree might take up 3. Now sure, to render the tree might have more faces, but I could stack them high and use up my budget on trees... try doing that with fog and your FPS goes to a crawl.
I'd sooner see a "You are working beyond the optimized limits for your Foundry quest" warning, and let authors choose to publish or not (still have a limit, but a lot higher), and if they optimize it badly then their rating is going to show.
Alternatively remove the limit of the number of maps you can have per quest. Whilst 15 is a decent number for a lot of quests, it's BAD for some (if you want difficulty slider, alternate story maps, one off areas that don't require a full map).
but you would be using Cryptics server space. Argument is so flawed as to be useless.
My new quest:
WIP
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
Comments
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EDIT: in other words budget has to do with how much gpu/gmem is required to render the object, and size is a mostly insignificant part of what makes an object expensive to render.
It is funny, if you are heavy on clusters you use it up fast without any real improvement. I carefully designed map (even large) can be fantastic within 1500.
WIP
The limits were not set to limit authors, but rather to ensure that your map renders well on all hardware that is supposed to be capable of running the game.
The development team has spent time benchmarking to try and find a good balance.
A better solution might be to allow authors to mark content as optional (especially with the tools that drop whole clusters of objects like grass), and have the system detect how much optional content a given player's hardware should be able to support. If that were implemented, the same/similar limits would be placed on required content, but authors would be able to enhance the experience for those with better gaming platforms.
Hopefully at some point the budget will not just be a count of objects, but a measure of how expensive it is to render all of the objects on the map. The current formula is simplistic.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
So, do you come here often?
WIP
LOL I know it seems goofy to ask(as most ppl would want this I am sure), but people do have varying thoughts and opinions.
Was there a question? Or just a statement under the guise of a Q?
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Is there a flying car model?
WIP
I'd sooner see a "You are working beyond the optimized limits for your Foundry quest" warning, and let authors choose to publish or not (still have a limit, but a lot higher), and if they optimize it badly then their rating is going to show.
Alternatively remove the limit of the number of maps you can have per quest. Whilst 15 is a decent number for a lot of quests, it's BAD for some (if you want difficulty slider, alternate story maps, one off areas that don't require a full map).
but you would be using Cryptics server space. Argument is so flawed as to be useless.
WIP