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Performance friendly tile prototypes.
Posted: Tue Jan 19, 2021 3:56 am
by yagaodirac
TL;DR
We care performance more than the appearance of tiles.
What ?
Many tile prototypes contain a set of details which enhance the look when they are adjacent to some specific tile. This hurts the performance while doesn't help very much.
I suggest that you could make an option to turn off this detail. A tile should be it self purely, a sprite with a size of 32 by 32.
This option doesn't need to sync over internet. It's only about the graphics.
Why ?
Actually people tried to increase the performance. They modded or tested different structures in game. But I guess this detail takes more than it gives. Minutes ago, my friend asked me to make a mod which "locks all the useless chunks".
People go very far for the resources. They need only the interact-able things. They don't need the tiles. They don't often need the space.
Re: Performance friendly tile prototypes.
Posted: Tue Jan 19, 2021 6:25 am
by ssilk
Misunderstanding:
- the appearance of a tile is calculated once: when placing
- the placement is not sent over the internet; only the tile position. The placement is calculated on each game itself.
- what takes power is, that the graphics uses memory in the graphic-card and that there are so much sprites to be painted for each frame.
- there are mods, that remove all ground-entities. The same could be done with tiles; no need for vanilla.
Re: Performance friendly tile prototypes.
Posted: Tue Jan 19, 2021 11:14 am
by bormand
yagaodirac wrote: ↑Tue Jan 19, 2021 3:56 am
We care performance more than the appearance of tiles.
Press F4, check show-raw-tile-transitions. Hope it helps.
Re: Performance friendly tile prototypes.
Posted: Wed Jan 20, 2021 7:01 am
by yagaodirac
bormand wrote: ↑Tue Jan 19, 2021 11:14 am
yagaodirac wrote: ↑Tue Jan 19, 2021 3:56 am
We care performance more than the appearance of tiles.
Press F4, check show-raw-tile-transitions. Hope it helps.
OK, thanks. I didn't know this.