Dynamic Light "Things"

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Bob Evans
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Joined: Sun Dec 29, 2013 1:25

Dynamic Light "Things"

Post by Bob Evans » Tue Jan 07, 2014 14:21

I got seriously carried away with placing Dynamic light "things" in one area mostly "subtractive" for shadow work in GZDOOM (UDMF). This area
is loaded with 3D Sectors (approx. 75). approx. 65 monsters, total sectors (300), decorative things (25) and so far dynamic light "things" (50+).
This runs fine without any blog down however I am using an i7 CPU, 8G Ram and an Nvidia 650 so it's fairly quick. Is there a rule of thumb for dynamic light "things" in one visible area for the slightly higher than median computer? I am not sure where the "cutoff" (if any) might be and my intentions are to add more. GZDoom just seems to be totally unaffected no matter what I install.

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Blue Shadow
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Posts: 307
Joined: Sun Aug 29, 2010 6:09

Re: Dynamic Light "Things"

Post by Blue Shadow » Wed Jan 08, 2014 2:27

One thing I know about dynamic lights is that they're resource-intensive and should be used sparingly. The majority of the time when someone is suffering slowdowns, dynamic lights are the cause, and disabling them helps tremendously (I experienced that personally with my 7-year-old machine). So if you're worried that people might experience performance issues playing your maps, then you may want to tone down the use of dynamic lights.

One thing to note is that a big number of people here in the community have decent to lower-end machines. So if your map or maps are really demanding, people might shy away from them.

Bob Evans
Posts: 14
Joined: Sun Dec 29, 2013 1:25

Re: Dynamic Light "Things"

Post by Bob Evans » Wed Jan 08, 2014 3:28

I was afraid that might be the case. Thanks for the reply.

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