sam.price Posted August 26, 2016 Posted August 26, 2016 Hi, I am testing load times. Right now our loading consists of the world load then a secondary load that uses FileSystem::getNumQueuedResources(). When testing without any of our assets in ungs, we see a world load of about 3 seconds with a secondary load time of 3 seconds. When testing with our assets in ungs including our terrain files, we see a world load of about 5 seconds with a secondary load time of 30 seconds. When testing with our assets in ungs excluding our terrain files, we see a world load of about 5 seconds with a secondary load time of 18 seconds. Why does it take longer to stream in assets that are in packed in ungs? Are the not living in memory? I have also testing the compression from 0 to 9 and have not seen any difference in the load times. Why would it take just as long to load/stream assets with no compression? We really want to protect our terrain data. As far as our terrain data goes, what should we put in ungs? Do you have any tips or suggestions? Thanks, Sam
silent Posted August 26, 2016 Posted August 26, 2016 Hi Sam, How large is your ung files? Probably loading time is larger because you are loading all the textures at once to the memory (*.ung) instead of just load only required textures from disk when needed (no *.ung method). UNG archives are mostly designed for small assets (like scripts, xmls and small textures) rather than huge terrains data. We really want to protect our terrain data. Protect from modifying or from copying? Modern GPU profilers and debugging tools are capable of getting any texture that stored in GPU memory to the file (even mesh geometry can be copied). If you want to check if terrain data that you are loading is not modified - it's better to calculate file checksum and verify it on loading. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
sam.price Posted August 26, 2016 Author Posted August 26, 2016 Hi silent, I have made it so most of the ungs are smaller than or right around 100mb, but totaling 6gb. We were wanting to protect our terrain from being copied. Do you know if the terrain masks can be easily copied? I guess they are textures. Thank you for getting back to me, Sam
silent Posted August 26, 2016 Posted August 26, 2016 Hi Sam, Yes, terrain masks is just a textures. Please, keep in mind that loaded ung is stored completely in memory, so if you will have less than 6GB RAM there might be errors and crashes. If you want to protect only masks in ung, it's better to pack only them and exclude all other files to reduced the ung size. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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