I'm sure this must have been asked before, but I'm damned if I can find it -- maybe I'm asking it wrong or can't drive the search-engine
Anyway, it's pretty much as per the subject line and it's frustrating as hell: is there a limit, be it a "hard" cap, i.e. enforced by the editor which says, "sorry, too many assets on this tile", or, "soft" i.e. a notional limit after which performance is massively degraded or the program starts to crash to desktop, predictably?
Logic tells me that the answer to the latter is dependant on the resources available to the program via the Operating System, in other words, how potent your PC is, but I'm keen to understand what the actual case is.
What's posed this question at all? Well, I've not yet dived in to the route building myself, however, I have been massively frustrated in my scenario writing due to a spate of crashes, to which there appears to be something of a pattern emerging. I've not nailed it or anywhere near proven this to be the case and before I go off barking up the wrong tree, I'd ideally like some feedback from you guys and maybe even any passing devs, but, my theory (for what it's worth) is that it's something to do with the (in)ability of the disk I/O to feed the game engine with data when transitioning from one zone to another or conversely, for the game engine to render those assets in a timely manner which causes an abend.
The CTD I see most frequently is where I am transitioning from a tile with circa 1500 assets on it to one with over 2000 and then straight on to one with over 2600 on it. Combine this with around 15 AI services plus the player service all doing their thing and it is, on average, about 50/50 whether I'll hear that lovely "doomph!" chord that signals a procerror and find myself back at the desktop...
So we're clear, my scenario starts on a tile with 2410 assets on it and I then travel through tiles with the following numbers of assets:
1202
1208
1018
1034
1273
1363
1340
1272
1289
1343
1301
1321
1554
1781
1848
1749
1959 (stutter here, usually)
1827
1938
1873
1818
1930
1928
1557
2088 (occasionally CTD here...)
2662 (...but more often CTD here
2058
1778
This usually takes 18-20 minutes (depending on how carefully I modulate my speed) and that massively busy tile is where it usually goes bang.
Thoughts? Views? Help?
Thanks, Rik.