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Re: problem with "preload_mode" [Re: EvilSOB] #315449
03/15/10 16:25
03/15/10 16:25
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
i didn't use ent_create() in my project. all entities were in the level already. preload_mode 3 still didn't have any effect.

Re: problem with "preload_mode" [Re: ventilator] #315453
03/15/10 16:57
03/15/10 16:57
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Then that continues to solidify my suspicion that...
Originally Posted By: myself
It may also be possible it is only loading the entities from hard-disk, and not into video-ram.
[EDIT]And to clarify that, I mean from hard-disk to system-ram, rather than video-ram.

So I now await, with greater interest, an answer from an A7/Dx guru...

Last edited by EvilSOB; 03/15/10 17:00.

"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: problem with "preload_mode" [Re: EvilSOB] #315461
03/15/10 18:01
03/15/10 18:01

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



@darkinferno: "huh, umm, "in fact it startup will be slower" (sorry, your right of cause - my bad english laugh )

From all I understand preload_mode=3; loads all entites (even models loaded later in the game process) into memory at startup - against preload_mode=1; accesses to the hard drive if a later ent_create is processed.

It has nothing to do with the transfer of the informations to the video memory.
Too bad because to transfer all "models" to the video card (whatever there will be moved?) must be done with a camera total at the whole level scene.
Maybe this can be done with a fullscreeen splash panel...

Re: problem with "preload_mode" [Re: ] #315470
03/15/10 19:36
03/15/10 19:36
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
all you have to do is create your models at startup but create them as view entities, that way, when you load your level, there will be no delay when creating them ...

[MANUAL]
"After an entity is removed, its file content is still stored in a cache for faster creation of entitities of this type. The cache is emptied when the level is changed. If this is not desired for some reason, keep the file in the cache by defining an invisible view entity with the same file. "

Re: problem with "preload_mode" [Re: darkinferno] #315659
03/17/10 23:34
03/17/10 23:34
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I am also interested in better understand preload_mode and how to proper take away that "shudder" when creating models on the run. I will be sure to try out the view entity idea.


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Re: problem with "preload_mode" [Re: William] #315808
03/19/10 08:53
03/19/10 08:53
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Same here. When my first projectile is fired, there's a jerk, when my first shield-hit-effect (model based) is fired, there's a jerk.

So I'm experiencing the same effect, even with preload_mode set to 3.

From the last posts (darkinfernos) I understand that the view-entity creation only needs to be done at startup once, and if you use the ent_create-for-one-frame method it needs to be once after every level_load?

But then the question remains: What does preload_mode actually DO, if it doesn't do what it says in the manual?

Last edited by Germanunkol; 03/19/10 08:58.

~"I never let school interfere with my education"~
-Mark Twain
Re: problem with "preload_mode" [Re: Germanunkol] #316193
03/22/10 10:17
03/22/10 10:17
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
Preload_mode loads the entity into video RAM at ent_create time.

I also thought that would avoid the "jerk" when the entity becomes visible, but it doesn't in all cases. The reason is that DirectX sometimes does not load it really into video memory, it loads it into a special RAM buffer first. Only when the entity really becomes visible, it's moved in video memory. This is due to the DirectX memory management, and can also depend on the size of your textures and the size of the video RAM.

To overcome this problem, we could implement an own memory management instead of using DirectX. But this has quite complicated consequences. But at least you now know the reason of the problem.

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