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About the dynamic thermo (Updated)

Archive: 6 posts


OK so I've done some testing with it and found a couple of things. So far I've found that basically it's logic that's crippling it.
What's happening is the game is counting each piece of logic in a microchip that's placed on an object as being glued to it. If you R2 on an objet with a chip that has 8 pieces of logic on it whether it's a node, an OR gate, or whatever. You'll see it says 10 grouped objects. 8 + the chip + the object itself, so if you for instance have a block with a bunch of logic to move it around and act this way or that. It might take 40 pieces of logic. Then you put 40 of them on screen. Then you make a controlling chip that may have another 150 pieces of logic or whatever. This ads up to 1600+ objects on screen even though you only have 40 actual objects onscreen. Plus I'm pretty sure the game thanks you have them glued since it tells you to unglue some objects. It's enough to completely cripple the thermo. If you move out of that area the level goes in to super lag mode and the thermo stays pegged.

I've tested that you can put 1800 blocks without any chips on them on screen at once and when you fly off. No crippling and thermo goes right down as it should. It erases some of the objects though when you fly back. It's just too much complexity in one area for the game to handle.

I don't know the exact limit of objects with logic you can have, but I've tested to around 600 (counting the chip as an object so 300 blocks) in multiple areas of the level and you can fly around ok without the crippling effect and the thermo lowers accordingly.

I'm not sure if this is a bug or it's suppose to act that way, but for now I need to know my limits and this testing will help me lots. Hopefully it'll help others as well...

My testing was very limited though, so if anybody has anything to add please feel free. I think if we all have a better understanding of the dynathermo we'll have a much easier time with it and it will be a valuable asset. It'd be nice to have it all in one place...

EDIT
I've done more testing. Found out the emitters are ok, it's what's in them that matters. Min vs max settings does make a difference.

The most valuable tidbit I've found though is the reason my thermo was getting crippled as soon as I would fly out of the loading area. (Super slomo and thermo would not go down) it boils down to the tag sensor set on infinite detection zone. I had a section with enough logic to heat up the thermo to about 1/3. I put one tag sensor on it set to infinite. That's all it took. Set it down to a finite zone and it went back to working fine.

So in summary, if you keep your sections in check and don't use tag sensor set to infinite it shouldn't be too bad working with dynathermo.

I'm on ps4 by the way. Thanks for reading!
2014-12-06 12:30:00

Author:
smasher
Posts: 641


Nice analysis! Thanks for this!2014-12-06 16:14:00

Author:
AnonymousGlasses
Posts: 11


Interesting. That explains the thermo issues I was having with it. It was baffling me why 12 items glued together was breaking the bank in thermo. Turns out it was probably the logic attached. Thanks a ton for testing this.

Did you check to see how it handles emitters compared to other logic? Does it try to account for the "max emitted" quantity, or just count them as 1 unit?
2014-12-06 18:46:00

Author:
tdarb
Posts: 689


Interesting. That explains the thermo issues I was having with it. It was baffling me why 12 items glued together was breaking the bank in thermo. Turns out it was probably the logic attached. Thanks a ton for testing this.

Did you check to see how it handles emitters compared to other logic? Does it try to account for the "max emitted" quantity, or just count them as 1 unit?
Not yet. If I can get on later I'm planning on doing more testing. Emitters is next on the list.
I have tested broadcasting to tags though. It counts the tags as if they were the actual chips with the same logic on them. I also noticed that when you open a chip it adds whatever is in the chip again to the total of the gathered objects stat. Deffo effects thermo if you have lots of open chips. (Always has though) Plus it doesn't count layer launchers on an object in the stat either. Might play around and see what else is added or ignored...
2014-12-06 19:39:00

Author:
smasher
Posts: 641


Interesting. That explains the thermo issues I was having with it. It was baffling me why 12 items glued together was breaking the bank in thermo. Turns out it was probably the logic attached. Thanks a ton for testing this.

Did you check to see how it handles emitters compared to other logic? Does it try to account for the "max emitted" quantity, or just count them as 1 unit?

Emitters are the worst thing for it I have found, the thermo is great when you learn it, however I am concerned with loading times when these large games are released.
2014-12-06 20:02:00

Author:
clarkdef
Posts: 138


I'm making a level, and it was working perfectly. The thermo was barely at 5%. Then I tried to put a triangular piece of sticker panel, and suddenly the thermo went way up to over 95%. I deleted the sticker panel, but the thermo stayed at 95%. I tried flying to an empty part of the level, but the thermo didn't go down at all. I tried returning to my pod and loading the level again, and the thermo was still at 95%. Finally, I copied all the parts of my level into my bag and put them into an empty level, and the thermo was much less there. So I think many problems are caused by whatever broken algorithm Sumo used for the thermo.2014-12-07 01:25:00

Author:
ILoveI6v6I
Posts: 44


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