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Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
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04-30-2008 04:31
I've recently installed a weather system on my land. This thing works like a charm and is great for creating an atmosphere, but it has one huge drawback. It generates a lot of particles obviously, and those seem to crowd out all the other particle effects I have on my land. Flames only flicker once every second or so, waves lose almost all their spray, etc., no matter how high I set my max particle count. I know particles are generated client-side, so it might be just a matter of not having enough graphics muscle in my computer to keep up with the load. But is there anything else I should know? Is there maybe any limit to how many particles a region can support? Are there any rules or ways to influence which particle-spewing object takes precedence over others?
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3Ring Binder
always smile
Join date: 8 Mar 2007
Posts: 15,028
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04-30-2008 07:02
bump.
i don't know, but hopefully someone will.
_____________________
it was fun while it lasted. http://2lf.informe.com/
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Milla Alexandre
Milla Alexandre
Join date: 22 Jan 2007
Posts: 1,759
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04-30-2008 07:17
Yup...weather genraters are cool.... You can control the maximum of particles you see in preferences...in the graphics settings (you have to have custom checked to see all the sliders) There is a particle count slider....you can minimize that slider so you're not being overwhelmed with particles. The script in the generator is a set #....so chances are you can't modify that as most cripts in purchased objects are 'no mod'....but by adjusting that slider in preferences you should be able to adjust your own graphics to a more reasonable particle count over all. Hope this helps. 
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Kidd Krasner
Registered User
Join date: 1 Jan 2007
Posts: 1,938
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04-30-2008 07:29
From: Milla Alexandre You can control the maximum of particles you see in preferences...
Um, he already said that he had the problem no matter how high he set his maximum particle count.
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Teejay Dojoji
Registered User
Join date: 30 Nov 2006
Posts: 293
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04-30-2008 08:11
Like you said, particles are processed on the client side, so it's not the region that's handling them.
Check out the Particle Lab in Teal for tips on using particles. If you can access the script, you can make adjustments to the speed and frequency of particles, so that might help.
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Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
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04-30-2008 08:39
I still think your weather system may be 'crowding out' other particle systems from rendering .. how high have you tried setting your particle limit? From: LSL Wiki Because clients are typically configured to render up to 4096 particles by default (configurable in preferences and increasable in settings.ini), care must be taken to generate a minimal number of particles in most situations. 10 objects generating 1000 particles per second would, for example, prevent others in the vicinity from using the particle system for their own builds. Also, if you have particle systems that change their settings frequently, the server may be having issues. In any case, no, there is no way to influence the order in which particles are rendered. Fwiw, two sims that I've been a renter in requested that residents not use weather systems, because of this effect blocking candles and waves, and because of perceived lag (mostly, I'm sure, on the part of residents who didn't know how to turn down particle rendering). Commercial weather system scripts are all nomod. I believe some weather systems can adjust the number of particles rendered, though. .
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