



#1
More thermometer space!
Archive: 20 posts
I really think we should get more ..i just started a new level and did use prob like 5 or 6 materials maybe and i barely even started and my thermometer is already over half full its insane. i made it very detailed w/ little items on tables and things like that and it looks great but im going to have to make like a 5 part level to get one thing i want. they really need to give us more thermometer space. i know i could try to use less materials but to acheive the look im looking for i needed that many and it looks really nice how it is and dont want to make it look more dull using less. i just wish we could get more space D: | 2009-01-05 20:35:00 Author: Hamsalad ![]() Posts: 2551 |
I think we ALL wish getting more space, lol ![]() | 2009-01-05 20:52:00 Author: Takelow ![]() Posts: 1355 |
ya, my first level wasnt THAT detailed and i thought you could put alot in levels, which i guess you kind of can but if you want a really pretty and very detailed level they dont give you crap for space; im kind of disappointed | 2009-01-05 21:01:00 Author: Hamsalad ![]() Posts: 2551 |
I think an idea would be for MM to let us set how big we want the level to be.. We could allocate a certain amount of memory (as much as you choose), and then a warning would be put on the level if it had a lot of memory. | 2009-01-05 21:07:00 Author: DrunkMiffy ![]() Posts: 2758 |
It is a little restrictive, but i have managed to regain about 20% by optimising my level. At this stage my level is VERY complex, and i still have about 6 notches to go. On way you can decrease thermometer level is to stick down anything that does not need moving, try to minimise the number of materials you use, and the number of corners an object has. But the major thing is making shure anything you dont need moving is glued to a surface, that saved me about 15% thermometer space by itself. But yeah i wish we had more! | 2009-01-05 21:08:00 Author: XV_Obliviate ![]() Posts: 15 |
We all wish we had more but I don't see how they could implement that without users publishing malicious levels that crash the PS3. | 2009-01-05 21:16:00 Author: Psybex ![]() Posts: 32 |
I wonder if it would even be possible and/or useful to increase the thermometer limit. There is already lag at a little over 3/4 of the thermometer. I think MM was already pushing it to it's limits. A lot of levels I played recently had a few framerate drops and it's probably mostly because the thermometer is full. Even the PS3 has it's limits. What I think could be improved, is optimizing how much everything takes from the thermometer. Though it might not be possible to release a patch for that. For example, when I place one of my own objects then I can place a lot without raising the thermometer one bit. At one point however, every object suddenly makes it go up half a notch. I'm not sure, but I think that's one of the things that could be optimized. So rather than increasing the thermo limit, which would only end in thousands of laggy levels; they should optimize some things. I'd also like to get a clarification from MM what objects take up how much space (Like emitter, piston, winch, explosive, decoration etc.). | 2009-01-05 21:35:00 Author: Shiwayari ![]() Posts: 167 |
It is a little restrictive, but i have managed to regain about 20% by optimising my level. At this stage my level is VERY complex, and i still have about 6 notches to go. On way you can decrease thermometer level is to stick down anything that does not need moving, try to minimise the number of materials you use, and the number of corners an object has. But the major thing is making shure anything you dont need moving is glued to a surface, that saved me about 15% thermometer space by itself. But yeah i wish we had more! wow....i didnt know / think that glueing things down like that would save space. but for my materials im using i think it looks great and dont really want to change it. and i thought i took out all of one material i decided i could make obsolete but for some reason it didnt drop it. and ya better optimization on their part would be nice if its the PS3 capping out too. i noticed that. when you get so many of the same objects it takes like 1/8 of the thermometer by itsself | 2009-01-05 21:43:00 Author: Hamsalad ![]() Posts: 2551 |
I always thought the bigger the crater on the moon the bigger that level could be... ): | 2009-01-06 00:40:00 Author: Trap_T ![]() Posts: 431 |
wanna bet that I can lower your thermometer with at least 2 bars. My latest level.. (that mr bug made crash) was about 3 times as big as my 2nd and 3th legendary sack level. to give you an idea, it started left at top, ended at left bottom, right bottom and finish was again at right top. most was allready filled up with mediocre detail, and I still had almost half my thermo left to fill with detail.. edit: got idea for new thread! | 2009-01-06 10:43:00 Author: Luos_83 ![]() Posts: 2136 |
I have found the biggest culpret to thermo use is any pictures from the PSeye...if you try to make a sticker from one of those and trim it down...it really eats up your space. Also, very long objects take up more than several short ones. I found this out while building a complex set of waves in this level I am making right now. | 2009-01-10 01:28:00 Author: Mattrick ![]() Posts: 214 |
****, yeah, I really want more space in m thermometer, I'm working on a level of mine, just since today, I have made one room, and it's already at 10% or so :O![]() | 2009-01-10 17:03:00 Author: SmallLargeEarthling ![]() Posts: 29 |
these might help: workflow: https://lbpcentral.lbp-hub.com/index.php?t=t=7199 and memory preservation: https://lbpcentral.lbp-hub.com/index.php?t=t=6638 just dont overdo it on materials, objects (like those gears/enemies etc on the 2nd material's page) and keep your objects as simple as possible! | 2009-01-10 17:11:00 Author: Luos_83 ![]() Posts: 2136 |
****, yeah, I really want more space in m thermometer, I'm working on a level of mine, just since today, I have made one room, and it's already at 10% or so :O![]() The first time you use a material, it takes thermometer space. The first time an object is implemented, it uses thermometer space. Don't panic, keep creating. Your next room will likely not tax the thermometer nearly as much, unless it's radically different. The textures are already loaded, certain things are already committed to memory and won't take as much the next time. ![]() | 2009-01-11 00:12:00 Author: Elbee23 ![]() Posts: 1280 |
one question; lets say you made a sort of complex room and it took around 30%. Then you capture the whole thing then delete it from your level. Then you put it in again premade cos u captured it. Would this take up less space? | 2009-01-11 00:35:00 Author: Kaplan_T3 ![]() Posts: 51 |
The thermometer is simply a visualization of the processing power of the PS3. You have to keep in mind that everything (well, probably aside from lighting/shadows) in your level is being simulated no matter where you are. This is to ensure continuity: if you built dominoes, you'd want them to fall correctly whether or not sackboy was watching, right? In most modern games (GTA IV for example), the game loads certain features at certain distances to decrease processor usage overall. This method would never work in LittleBigPlanet due to it's physics-based gameplay. The game has to be simulating everything in your level in order to run correctly. The resources can seem limited when you compare it to other games, but when you take that into account, it's suprising you have as much freedom as you do. one question; lets say you made a sort of complex room and it took around 30%. Then you capture the whole thing then delete it from your level. Then you put it in again premade cos u captured it. Would this take up less space? No, because simulating the object consumes the same resources, whether or not it's been saved. | 2009-01-11 01:29:00 Author: ConfusedCartman ![]() Posts: 3729 |
one question; lets say you made a sort of complex room and it took around 30%. Then you capture the whole thing then delete it from your level. Then you put it in again premade cos u captured it. Would this take up less space? I'm sorry.. but what kinda of question is that? Of course it will take up the same amount of space... Now maybe if you just copied it and pasted it a second time (with the original still there) the copy wouldnt take up as much space... but if you delete the original, it would probably only take out as much as the copy added. | 2009-01-11 02:10:00 Author: Trap_T ![]() Posts: 431 |
What I notice is that copied things take less thermometer ... hmmm ... | 2009-01-11 22:14:00 Author: RagnaMohawk ![]() Posts: 11 |
@ ragnamohawk, thats what I said in my optimisation 101 tutorialthingy, that is because: 1. it uses the same materials, 2. the engine will probably use reuse the same object on multiple locations, instead of creating the object again and again. | 2009-01-11 22:21:00 Author: Luos_83 ![]() Posts: 2136 |
Yeah more space would be better. I like to put alot of detail in my levels. But I guess you can make a part two to the level to continue it. I did that with my adventurer levels.![]() | 2009-01-12 05:17:00 Author: sirenrose ![]() Posts: 61 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.