demostenes Posted July 21, 2018 Posted July 21, 2018 (edited) In documentation is: render_manager_create_meshes Variable. Print the current loading mode for all meshes. Command. Load all meshes on the start-up. This option insures against any lags on mesh loading at run-time, but increases world loading time. Notice This command doesn't force loading of meshes of ObjectMeshStatic, ObjectMeshClutter and ObjectMeshCluster. Does it preload all meshes (bjectMeshStatic, ObjectMeshClutter and ObjectMeshCluster) in world even in WL nodes? That notice means, that it does preload only on startup, not after typing command? Edited July 21, 2018 by demostenes
silent Posted July 23, 2018 Posted July 23, 2018 Hi Jirka, Meshes, that currently visible in viewing frustum will be loaded. So if you will change the camera direction it will cause meshes to load again. Therefore we recommend to do a warm-up (similar that you can see in Superpositon demo) - change camera direction to cover as much regions as possible. But you need to be careful since meshes can load huge amount of textures and materials and you can simply reach VRAM and then RAM limit. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted July 23, 2018 Author Posted July 23, 2018 (edited) Hi, thanks for answer, I know about this behevariour. But still, does this mesh preload option preloads ALL meshes in scene, including meshes linked via World layer nodes? Or only meshes/reference nodes directly in the world file? Btw, this is reason, why it would make sense to have some user defined cache (for meshes and textures), which will be preloaded on startup and never unloaded (even in case of changing world). It would be also great to be able to add to this cache on the fly (The best solution would be to link such cache to streamed object like WL node, so I will define, that this WL node caches this meshes/references and/or textures) and be able to access cached objects via code (so I can clone some cached object for other use, etc...). In any game is very common to turn camera fast, so unloading meshes just after turning camera causes more issues than benefits (distance would be better loading/unloading condition than frustum). Edited July 23, 2018 by demostenes
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