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#1

Number of Materials Test

Archive: 9 posts


In the PS3 version, using many different materials makes the thermo shoot up. I wanted to know if this is true for the PSP version, so I decided to test out how many materials you can use in a level. In one level I placed one small square of each static material in it. In another level I placed the same number of sqaures of one material set to static. I then compared the thermo of both levls to each other. (Note: Once you exit a level and then reenter it, the themo changes, so you will have to exit each level once and reenter it in order to compare the two thermos). (Another note: You can recreate this test on the PS3 version by gluing all of the other sqaures of material to the dark matter to make all of them "static" and using dark matter as the material in the second level). The results were unexpected.

The first thing I noticed is that I was actaully able to place all of the materials in one level. In the PS3 verson this is impossable. You can only get about half of the materials in there before it over heats.

The results were this: The level with all of the materials in it took up to the fifth mark on the thermo, while the level with only one material in it took up almos to the second mark. This means that while you still would not want to make a level with all of the materials in it, you can still make a lengthy level on the PSP using way more materials in it then you could on the PS3. This means that you no longer have to choose between a pretty or a lengthy level on the PSP.

There are still some things to be tested (like how would the materials compare if they were dynamic), but I will leave that for someone elso to test.

I hope that this was helpful to anyone who is making a level or planning to make a level.

Please excuse any typos. I am currently using a very non-responsive keyboard.
2009-11-28 15:04:00

Author:
Darth J464
Posts: 343


Wow, that's a very useful tip! Thanks for taking the time to do this, I'm sure it will come in handy for many of us. I've been hesitant to use more than two or three materials in my current level, but knowing this, I'll be able to do a lot more!2009-11-28 18:28:00

Author:
FULLGORR
Posts: 245


You don't have to choose between many materials and length on the PS3 either. Check out comphermc's thermo guide (http://lbpcentral.com/forums/showthread.php?t=16840) in the main tutorial forum.

But interesting that all the materials fit. A good effort in the advancement of LBP PSP science.
2009-11-29 15:14:00

Author:
Rogar
Posts: 2284


You don't have to choose between many materials and length on the PS3 either. Check out comphermc's thermo guide (http://lbpcentral.com/forums/showthread.php?t=16840) in the main tutorial forum.

But interesting that all the materials fit. A good effort in the advancement of LBP PSP science.

Thank you. I am still sorta new here, so I did not know that existed.
2009-11-29 16:33:00

Author:
Darth J464
Posts: 343


thanksfor the info this will help me in the future2009-11-29 23:36:00

Author:
SanSalvador
Posts: 4


Thanks for looking into this. I have noticed occasional large thermo jumps when adding a new material but not always. I think it has to do with whether or not there are similar other materials in the level. Say you already have a piece of cardboard, which has the properties of being light, destructible, and non-grabbable. If you add other textures of paper or cardboard you don't jump much on the thermo because they're essentially the same as what you already have except for the texture map. If you add a metal, which is heavy, non-destructible, and non-grabbable, the two new "attributes" take up thermo.

Well, that's my theory anyway. It's still good to know you can use so many different materials without much downside.
2009-11-30 04:31:00

Author:
Taffey
Posts: 3187


I'm guessing there's a physics module for each material category. And because Darth J464 made all material objects static, none of the generic material physics need to be loaded, which saves a lot of thermo.2009-11-30 13:48:00

Author:
Rogar
Posts: 2284


One of the reasons the PS3's thermo goes up with different matterials is because each matteral has different phyical properies. When you set the matterial on the PSP version to Static, that turns off the phyics engine for that matterial so memory space is saved.

~Curtisio (PSN ID: Curtisio)
2009-12-01 16:57:00

Author:
Curtisio
Posts: 8


One of the reasons the PS3's thermo goes up with different matterials is because each matteral has different phyical properies. When you set the matterial on the PSP version to Static, that turns off the phyics engine for that matterial so memory space is saved.

~Curtisio (PSN ID: Curtisio)

Yeah, I did that because I ran a similiar experiment with the PS3 version with all of the blocks glued to the block of dark matter, removing all of those different physical properties. I wanted this PSP expirement to be comparable with the PS3 one. If someone wants to do this with dynamic materials, they are welcome to do that.
2009-12-01 21:24:00

Author:
Darth J464
Posts: 343


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