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artimrj (54 posts)
Jan-11-02, 00:00 AM (EST) "Question about freight cars and memory usage" If I make a consist of 30 hopper cars that are identical and I make a consist of 30 hopper cars that have been repainted with 30 different numbers, is the cpu usage and drain the same for both consists?I am wondering if renumbering the same car is worth it?Bob Artim Alert Edit | Reply | Reply With Quote | Top
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Subject Author Message Date ID RE: Question about freight cars and... Kuchinator Jan-11-02 1 RE: Question about freight cars and... svante Jan-11-02 2 RE: Question about freight cars and... enocell Jan-11-02 3 RE: Question about freight cars and... svante Jan-11-02 4 RE: Question about freight cars and... artimrj Jan-11-02 5 RE: Question about freight cars and... nw_fan Jan-12-02 6
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Kuchinator (482 posts)
Jan-11-02, 00:51 AM (EST) 1. "RE: Question about freight cars and memory usage" as far as i know and im pretty sure of it, the cpu and mem usage will be the same if they are the same cars, a simple renumber wouldnt effect that, but the more cars u add the more the mem usage. and high poly count cars like those coal cars uploaded a few months ago use tremendous amounts of memory but i noticed the train artisan bethgons, even the full ones seem to be low in poly count since i get better performaance with them. as far as i know the only real factors in cpu and mem usage in terms of consists is the amount of cars and their polygon counts. hope this helps.
-Christopher-
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svante (386 posts)
Jan-11-02, 01:30 AM (EST) 2. "RE: Question about freight cars and memory usage" If the cars are repainted with 30 different numbers it means that there are 30 different textures, and it would most definitely hurt your framerates. The CPU load is affected by a number of different things including the number of cars, the complexity of the cars (number of polygons) and the size and number of textures used. Which is why Microsoft/Kuju in the TechDocs tell designers to use as few, and as small, textures as possible when making new models for MSTS. If you make large consists of my double-stack cars you'll notice a big difference in framerates if you use a number of identical cars or a mixture of say 30-50 different cars. Remove | Alert Edit | Reply | Reply With Quote | Top
enocell (329 posts)
Jan-11-02, 01:20 PM (EST) 3. "RE: Question about freight cars and memory usage" >If you make large consists of
>my double-stack cars you'll notice
>a big difference in framerates
>if you use a number
>of identical cars or a
>mixture of say 30-50 different
>cars. That's right, I made a consist of all your doublestack cars and that was *slow*, 1-2 FPM (Frame Per Minute)...
The same happens if I place one or more AI trains and some static consistsEnocell Remove | Alert Edit | Reply | Reply With Quote | Top
svante (386 posts)
Jan-11-02, 02:40 PM (EST) 4. "RE: Question about freight cars and memory usage" It's the large number of different textures that cause it. Remove | Alert Edit | Reply | Reply With Quote | Top
artimrj (54 posts)
Jan-11-02, 06:48 PM (EST) 5. "RE: Question about freight cars and memory usage" Ok thanks guys, so all though it looks nifty and is prototypical to have different road numbers all I am really doing is degrading the system.Thanks for the input. I figured since the .s files would all be the same it would not degrade, I wasn't thinking each tecture would have to be loaded too.Bob Remove | Alert Edit | Reply | Reply With Quote | Top
nw_fan (181 posts)
Jan-12-02, 00:53 AM (EST) 6. "RE: Question about freight cars and memory usage" A way around this might be a road number texture for individual cars with many roadnumbers on it. And a different texture that does the rest of the car. Two textures, several different cars. I realize this may be impractical in some instances, but might work in others. A really easy one would be stock cars with their wood boards for roadnames and numbers. I'm sure there are others.Mike
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