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#1

Why do we have a thermometer?

Archive: 18 posts


I always wonder why theres a limit for the number of stuff you can have in a level.

I always wanna make all these complecated levels but my thermometer always fulls up >.< so i have to delete some bosses :'(

Is it so the PS3 dosn't crash or somthing?
2009-04-16 07:26:00

Author:
snowyjoe
Posts: 509


I'm not entirely sure, but I don't think it's a PS3 issue, it probably has to do with the servers and stuff over there at MM.2009-04-16 07:28:00

Author:
Whalio Cappuccino
Posts: 5250


I wonder if later on they would give us a feature for paying for more space in our levels or somthing 0.o2009-04-16 07:39:00

Author:
snowyjoe
Posts: 509


I expect that its server space, and load time. If they left it limitless, chances are that SOME moron would publish a level 50x the size of a normal level, and it would clog up their servers. Also, the larger the level, the longer it seems to load (IMO). It takes long enough to load full thermo levels, without adding more

If you really want to add the bosses, make it a series. Otherwise, i'd still keep em- you never know when a premade object will come in handy for your other levels to come.
2009-04-16 08:12:00

Author:
Burnvictim42
Posts: 3322


Anything your PS3 displays to you, anything you can play, comes from the solid state storage that is a BD disk, DVD, HDD, whatever.

The machine needs to take a bunch of info from the storage medium, store in into memory and then work it out to you so a "game" happen.

Now the amount of memory the PS3 is having is limited, like any computer. This means that OF COURSE you can't put any amount of stuff at the same time.

.
2009-04-16 15:48:00

Author:
RangerZero
Posts: 3901


Remember that everything in the level is rendered real time even the stuff off screen. This is how you can have a permanent switch off screen activate and still have it function. So i would say that its a PS3 limit right now maybe in the future they will tweak the engine enough to be able to give us more room but I doubt it sadly.2009-04-16 16:03:00

Author:
OverWork
Posts: 873


chances are that SOME moron would publish a level 50x the size of a normal level

Sad people.

My PS3 has crashed over 10 times with my level. I can't add ANYTHING. Not even an invisible piece of dark matter. I have about 0.2% thermometer left. Luckily I managed to finish the level before the 0.2% came into existance. It still crashes whenever I tweak something or do a rewind. Fortunately, Cornish Yarg made it so that the ps3 doesn't freeze, it just boots you back to the XMB (also saving your profile at the same time - I THINK, I haven't fully tested it yet.) It isn't healthy for my PS3, so I try not to edit that level too much. I'm going to publish it tonight - hopefully I won't get a 'Failed To Load Level' message, (Cornish Yarg SHOULD have fixed this issue, although users are still having trouble loading their levels.)
2009-04-16 17:12:00

Author:
DanC
Posts: 433


I also still encounter the "there was an error publishing your level" bug with high thermo levels...

2009-04-16 17:21:00

Author:
RangerZero
Posts: 3901


Eeeek! I really REALLY hope I don't encounter that bug.2009-04-16 17:37:00

Author:
DanC
Posts: 433


Eeeek! I really REALLY hope I don't encounter that bug.

Well, it's just the publishing failing. You just publish again and it should be fine. It happens around 33% of the time I publish my Sack's In The City level.

.
2009-04-16 17:42:00

Author:
RangerZero
Posts: 3901


Phew, ok, thanks.2009-04-16 17:53:00

Author:
DanC
Posts: 433


Yeah, as RangerZero pointed out - the thermo is more related to the limitations of the PS3... memory, CPU and the such. When a company builds a much larger game like Resistance 2 they engineer it from the ground up to only process the action that is happening in front of you, and they also cache resources into memory as needed - so the engineering is VASTLY more complex than creating a level in LittleBigPlanet.

With LittleBigPlanet they're trying to give you an intuitive way to build a game, however there's a tradeoff - ease of development means you don't have the tools a professional developer has to build a large game. So, they allow you to build a level based on what your PS3 can accomplish without the issues that exist in developing a commercial game.

There are actually many different thermos in LittleBigPlanet and the most-filled one is the one that displays.

And to make sure you don't mess yourself up too badly, the thermo raises on what the POTENTIAL CPU/Memory load is, not what the ACTUAL load is. So, if you have a number of emitters in a level, each with the POTENTIAL to have a certain number of objects emitted at once, the thermo will raise even though the objects haven't really been emitted yet.

In a real game development scenario, a game programmer would not have this limitation - they would simply make sure objects didn't exist until they were needed, and therefore they could create much larger games. But in LittleBigPlanet they're counting on you not being a professional developer, so they try to prevent you from messing up.
2009-04-16 19:18:00

Author:
CCubbage
Posts: 4430


I remember reading up about this a while back, I think it was in a Q&A session with Mm, can't confirm though (actually it might even just be in some random post by some random forum guy on some random forum ). But the question was regarding why we can't import mp3's (besides piracy issues), and their answer had something to do with the importance of keeping the level size low (I think below 4mb? not sure). They went on to discuss that's why the thermometer is there, to make sure all levels load quickly, run at an optimal lag-free pace (look at it as it is ALREADY :-O) and not stuffing up the servers.
Think about it, with the current stats about how much levels have been published thus far, and at what rate they are being published every second, anything exceeding the size limit could be impossible for what the servers were intended to handle :eek: It's probably just to prevent chaos and keep a manageable standard
2009-04-18 10:40:00

Author:
noddle111
Posts: 174


well from wat i understand the thermomater is for leale caping. it like when you get message the shape is getting to complocated, the ps3 has the best prossesing unit but it still has its limits, so the thermomater is to keep levels from geting to complocated an laging out badly to evan run the levle or shuting down all together. hope this helps2009-04-19 16:18:00

Author:
solid-snake
Posts: 212


Yup, and not being allowed to import images (such as jpg's) has nothing to do with resources. The reason they don't allow it is because Sony wants to sell PS Eyes. If they were concerned with importing images being an issue, the DPI on images could easily be lowered during the import process.2009-04-19 22:47:00

Author:
CCubbage
Posts: 4430


Well it's also because they need to deal with copyrights laws and this changes from country to country and can be very difficult to deal with. I think they saw an occasion with the fact it's hard to pull in order to sell the PSeye a bit more. I doubt it gave it significant sales though.

.
2009-04-20 02:22:00

Author:
RangerZero
Posts: 3901


I wish we would have the option to combine smaller level spaces into a bigger space and/or visa versa. That would be helpful.2009-04-20 02:45:00

Author:
Sack-Jake
Posts: 1153


well thanks to REALLY complicated designs and detail, my level was full thermo b4 i even used 1/10 of the space provided, so detail sux, and its 70-80% done with 80% thermo, (for emitters, then more you emit AT ONCE the bigger the thermo raises i noticed... [i took it down from 15 at once, to 1 at a time, and it went from 90%-60% on one point])

i agree thermos are evil.....i was never quite fond of them even before lbp, but honestly we can do anything... you decide..

NO LIMIT THERMO = BROKEN LBP ;(

LIMIT THERMO = FULLY WORKING LBP ;p
2009-04-20 04:38:00

Author:
johnrulz77
Posts: 835


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