• Entdata Limit - Map still runs fine even though it's over 100%
    3 replies, posted
I was looking through the compile log of my map, and noticed that Entdata max. memory is almost full. [QUOTE] Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 149/1024 7152/49152 (14.6%) brushes 3603/8192 43236/98304 (44.0%) brushsides 24197/65536 193576/524288 (36.9%) planes 4402/65536 88040/1310720 ( 6.7%) vertexes 14181/65536 170172/786432 (21.6%) nodes 3089/65536 98848/2097152 ( 4.7%) texinfos 3266/12288 235152/884736 (26.6%) texdata 252/2048 8064/65536 (12.3%) dispinfos 47/0 8272/0 ( 0.0%) disp_verts 4295/0 85900/0 ( 0.0%) disp_tris 7072/0 14144/0 ( 0.0%) disp_lmsamples 45400/0 45400/0 ( 0.0%) faces 8166/65536 457296/3670016 (12.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6978/65536 390768/3670016 (10.6%) leaves 3239/65536 103648/2097152 ( 4.9%) leaffaces 9402/65536 18804/131072 (14.3%) leafbrushes 5780/65536 11560/131072 ( 8.8%) areas 4/256 32/2048 ( 1.6%) surfedges 68163/512000 272652/2048000 (13.3%) edges 44666/256000 178664/1024000 (17.4%) LDR worldlights 126/8192 11088/720896 ( 1.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1111/32768 11110/327680 ( 3.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 22737/65536 45474/131072 (34.7%) cubemapsamples 12/1024 192/16384 ( 1.2%) overlays 37/512 13024/180224 ( 7.2%) LDR lightdata [variable] 4030232/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 63097/16777216 ( 0.4%) [B]entdata [variable] 372538/393216 (94.7%) VERY FULL![/B] LDR ambient table 3239/65536 12956/262144 ( 4.9%) HDR ambient table 3239/65536 12956/262144 ( 4.9%) LDR leaf ambient 10579/65536 296212/1835008 (16.1%) HDR leaf ambient 3239/65536 90692/1835008 ( 4.9%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/31368 ( 0.0%) pakfile [variable] 1144449/0 ( 0.0%) physics [variable] 2048424/4194304 (48.8%) physics terrain [variable] 0/1048576 ( 0.0%) [/QUOTE] I've searched for some answers, but didn't find what I was looking for, but read that it can be exceed. So I've put tons of random prop_dynamic in my map, and managed to reach about 1700 point entities and 500 brush entities. Map has compiled without any problems, with an exception of the Entdata being this: [QUOTE]entdata [variable] 727469/393216 (185.0%) VERY FULL![/QUOTE] Map has ran fine in Garry's mod, albeit a bit laggy (no wonder, 900 plants in a room.). Breaking props that spit out gibs has worked correctly, and no errors in the console. So what's the deal about this? Does exceeding the limit (Maybe to 125%) have any impact on the map? Also, is func_detail counted towards the limit?
Entdata can go up to 200% iirc
[QUOTE=TFlippy;41263589] Map has ran fine in Garry's mod, albeit a bit laggy (no wonder, 900 plants in a room.). Breaking props that spit out gibs has worked correctly, and no errors in the console. So what's the deal about this? Does exceeding the limit (Maybe to 125%) have any impact on the map?[/QUOTE] The 100% 'limit' is the point at which you go from the game being able to run on a potato to needing a toaster to run the map. Source engine has so many arbitrary limitations that are there to uphold valves standard of games being able to be run on a potato running GLaDOS. Pretty much the only problems you're going to have is FPS drop and possible poor optimization, but you should be able to ail that with good mapping. [QUOTE=TFlippy;41263589] Also, is func_detail counted towards the limit?[/QUOTE] I could be wrong, but I think its safe to say 'no'. Please don't stone me if I'm wrong.
[QUOTE=GameDev;41264590]Entdata can go up to 200% iirc[/QUOTE] It can go much higher then that, source just allocates more memory as required - the 100% is a suggested limit. I have a map that's closer to 300% and works fine. entdata [variable] 1166339/393216 (296.6%) VERY FULL! The more entdata you have in a map means more memory used (albeit, not a lot) but the main issue comes to networking ents. The entdata limit applies to both networks and none-networked ents, naturally, the more networked ents you have will mean more data pushed down to clients during MP. I believe this was the cause of the good old 'Reliable snapshot overflow' but citation is needed on that. Some useful wiki pages that I would recommend reading on this matter as it is a deep subject. [URL]https://developer.valvesoftware.com/wiki/Edict_t[/URL] [URL]https://developer.valvesoftware.com/wiki/Entity_limit[/URL] [URL]https://developer.valvesoftware.com/wiki/Internal_entity[/URL] The articles say source has a 2048 entity limit, in Gmod this is 8192 ents.
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