Gamestudio Links
Zorro Links
Newest Posts
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Newbie Questions
by AndrewAMD. 12/04/23 11:14
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
2 registered members (TipmyPip, izorro), 556 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Basic nexus question? #114779
03/02/07 21:33
03/02/07 21:33
Joined: Aug 2003
Posts: 716
Canada, Toronto
thegamedesigner Offline OP
User
thegamedesigner  Offline OP
User

Joined: Aug 2003
Posts: 716
Canada, Toronto
This might be a stupid question, but is nexus from ram? If I have a higher nexus then I have ram, would that do something?

My game is rather laggy, but then I remembered that I was still working with a 30 nexus, and I could up it. I upped it to 500 (way too big I figure, but to test) and it was much better of course. I then lowered it and tweaked it, and it worked best on about 400, above that was not needed. Anyway, I figure this is way too much? And was wondering how I could check the player's ram, and change the nexus according to that?

Hmm, was I clear above?

I want the nexus at 412, is that bad or too much, and if so why? Can/should I configre is based on the player's computer?

Thanks
thegamedesigner.


My games - www.spyeart.com
Re: Basic nexus question? [Re: thegamedesigner] #114780
03/02/07 21:55
03/02/07 21:55
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
User
demiGod  Offline
User

Joined: Mar 2006
Posts: 752
Portugal
Quote:


Size of the nexus in megabytes. The nexus is a memory area that the engine preallocates at startup for caching entity files and level textures and geometry. The purpose is speeding up the level loading process and preventing that the game suddenly aborts at runtime when memory is running too low. The nexus size depends on the size of the biggest level of the game. The bigger the nexus, the more complex scenes may be rendered - but the more virtual memory is used. If physical memory is not available, it's taken from the harddisk.

When you set the nexus in Map Properties, WED uses this command line option to transfer the nexus size to the engine. The default value for the nexus is 40 megabytes. The maximum value is limited by the Virtual Memory Setting in Windows/System, minus around 400 MB that should remain free for the operating system. The current nexus requirement is indicated in the statistics panel and can be read from the nexus variable. A nexus too small for a level will produce a "Nexus too small" error message. The engine must then be restarted with a nexus size higher than that you've used before (e.g. -nx 80 for 80 MB nexus size).

The recommended maximum nexus value for commercial games is 200. Higher values can and will cause engine crashes on various target systems, because several Windows subsystems - including DirectX - tend to crash without error message when the virtual memory is running low.





Self explanatory i believe.


Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1