Acceptable load time

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Zelknolf
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Re: Acceptable load time

Post by Zelknolf »

Is your client running on the same machine as nwn2server?

I've observed crazy-slow times to load new models on such setups myself.
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gribo
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Re: Acceptable load time

Post by gribo »

I am on a relatively ok connection (10mb down/1mb up) cable, and certain areas (Silverymoon NE, Baldur's gate market) have a bit longer load times.
My machine has problems coping with areas with many NPCs, many lights and vfx which contain alpha effects (Flames, smoke etc).
Nuclear winter is coming
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indio
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Re: Acceptable load time

Post by indio »

Ronan, I'll continue running tests for the next day or so to see if the results are repeatable. Can I ask you if it's possible to delay all spawns until a player is well inside the area? That was what I was attempting to achieve with 'spawn in sight of pc'. I realise it hurts immersion to watch an NPC spawn in front of your eyes, but these aren't encounters, they are decoration.

Zelk, that's an interesting point and the answer is yes, both server and client are on the same machine. I may get time to transfer the database over to another machine to run the server from there. Because the times aren't awful, it's more curiosity than panic at this stage.

Given the feedback thus far my feeling is that immersion will suffer from either approach. It suffers with long load times and it suffers with limiting access to shops/areas. Some players have good machines with slow load times, some players have bad connections with slow load times. I will abide by the status quo and continue as I was.
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indio
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Re: Acceptable load time

Post by indio »

I'd argue at this juncture that sophistication of walkmesh was as significant as spawns for load times. Whilst I have always been vigilant is removing unnecessary mesh, in this case I was using multiple levels of mesh. By simplifying the mesh through the addition of an additional area (Faeryl takes credit for this concept) load times have been reduced to below 30 seconds with 50 NPCs spawned.

The experience of being able to move in and out of interiors without the bloated load times is far more pleasant than the satisfaction of my own artistic stamp on the walk mesh. I probably would not have thought this way five years ago.
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Ronan
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Re: Acceptable load time

Post by Ronan »

indio wrote:Ronan, I'll continue running tests for the next day or so to see if the results are repeatable. Can I ask you if it's possible to delay all spawns until a player is well inside the area? That was what I was attempting to achieve with 'spawn in sight of pc'. I realise it hurts immersion to watch an NPC spawn in front of your eyes, but these aren't encounters, they are decoration.
Yes, its possible to spawn things OnAreaEnter. This could cause some issues in areas where hostile spawn points are too close to AT (which are rare but do exist).

BG has some one-tile shops. I hate them. Bigger shops sure, they need an area. Anything 1-2 tiles? A stall would be better IMO.
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Re: Acceptable load time

Post by Veilan »

indio wrote:I probably would not have thought this way five years ago.
Leveled up huh.
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indio
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Re: Acceptable load time

Post by indio »

lol
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Re: Acceptable load time

Post by Mikayla »

Indio building again? Awesome. Its like a renaissance for ALFA.
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indio
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Re: Acceptable load time

Post by indio »

Ronan wrote:Assuming we still deactivate AI when an area isn't inhabited by a PC or DM, I wouldn't think you'd really gain any CPU cycles either.
I'd like to check this. In which script would this switch be located?
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Curmudgeon
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Re: Acceptable load time

Post by Curmudgeon »

Dorn wrote:
Veilan wrote: In my opinion, every loadscreen, no matter how smooth or quick it loads, is an intrusion into the gameflow ....
Cheers,
...but essential to allow us to get a new beer.
... or to get rid of the previous three. :pint:
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