Was ist die maximale Grösse für Kullisen-Hintergründe?

  • #1, z getosdahSaturday, 17. December 2016, 23:14 hodinky 8 years ago
    Hallo,
    Bin dabei. :-) ... ein Adventure zu kreieren.
    Eine Planänderung ließ mich an die Grenzen von Visionaire Studios Engine treiben.

    Mein Kompromiss ist ein Format von "x=7680 und y=1580".
    Mein Versuch war vorerst ein Format von "x=7680 y=4620".  :-)

    Sollte ein Haus werden, welches durch 4 Etagen + Hausflur ohne Kullisenwechsel, nur mit Objektsichtbarkeiten durchlaufbar sein sollte.

    Kennt einer die maximal Begrenzungenen einer Hintergrundbildes der Kullise?
    Hab vergebens versucht eine Lösung vorab im Netz /Forum zu finden.

    Mit "x=5900 und y=1580" komme ich ebenfalls aus, was auch funktioniert.

    Wäre trotzdem interessant zu Erfahren wie gross tatsächlich die Grenzen sind.

    Danke im Voraus.
    Euer Getosdah

    Bažant

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  • #2, z afrlmeSaturday, 17. December 2016, 23:56 hodinky 8 years ago
    I think the general consensus is somewhere around 2x your default game resolution - for 1920x1080 at least. Probably go higher with lower resolutions. Technically the engine should be able to handle anything you chuck at it, but you have to take into consideration that 2D at 1080p requires a decent amount of your system resources & the larger you make the background & the more images & animations you add the more VRAM that is going to be required, hence why I don't recommend going over 2x.

    I do think there seems to be more of an enforced limit on the y-axis as opposed to the x-axis. I'm not sure why though.

    What's wrong with creating each floor as a separate scene?

    Imperátor

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  • #3, z getosdahSunday, 18. December 2016, 00:24 hodinky 8 years ago
    Thank you AFRLme for your reply.

    Good to know.
    That is my solution, too.
    I am creating each floor as seperate scenes.
    That is the easiest way.
    It would be really a lot of images and animations.
    GOD, SAVE the VRAM. :-)

    Greetingz
    Getosdah


    Bažant

    3 Posts

  • #4, z afrlmeSunday, 18. December 2016, 01:56 hodinky 8 years ago
    If you want to further optimize your game (it won't reduce VRAM, but will reduce required hdd space & decrease loading times of images & animations) then I recommend going with webp format for all of the images & animations you add to your project.

    https://wiki.visionaire-tracker.net/wiki/Game_Optimization
    https://wiki.visionaire-tracker.net/wiki/Image_Encoding

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  • #5, z getosdahSunday, 18. December 2016, 03:45 hodinky 8 years ago
    Encoding the images is a good note.
    I will check this later.

    Thank you AFRLme.

    Bažant

    3 Posts

  • #6, z LebosteinSunday, 18. December 2016, 16:24 hodinky 8 years ago
    In my eyes the size of a room is not limited. You should not use sprites or background images greater than the resolution (approximately). But you can build a huge room based on tiled background images for example...

    Ein Spiel ohne Kulissenwechsel, sowas hatte ich auch öfters mal auf dem Plan. Ist sicher reizvoll und auch für den Spieler was besonderes...

    PS: ach ich sehe gerade, die Raumgröße in Visionaire wird allein durch die Größe eines Hintergrundbildes bestimmt. Man kann die Raumgröße nicht festlegen, man MUSS ein Hintergrundbild laden (auch wenn man eigentlich keines braucht). Das ist natürlich alles andere als glücklich und steht einem grenzenlosen Adventure im Wege....

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  • #7, z afrlmeSunday, 18. December 2016, 19:35 hodinky 8 years ago
    In my eyes the size of a room is not limited. You should not use sprites or background images greater than the resolution (approximately). But you can build a huge room based on tiled background images for example...
    Sure, tiling is an option but you still need to add a background image (transparent png or webp) with a canvas size of what you want the final size to be as the background image is what the scene engine uses to determine the scene size. Even a blank transparent background image will be eating into your VRAM & the larger the scene, the more VRAM that is going to be required either way - meaning owners of potato pc will probably have an horrible experience with trying to load/run your game whereas proud pc master race owners of super powered potato machines will probably be able to run your game at a gazillion-billion... FPS without any loading times. It's all about the optimization & 1080p+ is heavy on system resources.

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  • #8, z MachtnixFriday, 23. December 2016, 01:08 hodinky 8 years ago
    In my maze game I use a background-picture of 2500 x 2500 px. There is only one scene to walk throught (like your idea of the house) up and down, left and right. I tried 3000 x 3000, but it doesn't work - the picture wasn't seen in the game. So I think you can't use unlimited sizes in Visionaire. Maybe it depends on the PC you use (better PC allows 3000 x 3000 or more), but it make sense you use a size which you can see in the editor and in the player. Think of the possible restricted hardware a player will have later...
    edit: hey, why did I write in English????

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  • #9, z afrlmeFriday, 23. December 2016, 01:16 hodinky 8 years ago
    In my maze game I use a background-picture of 2500 x 2500 px. There is only one scene to walk throught (like your idea of the house) up and down, left and right. I tried 3000 x 3000, but it doesn't work - the picture wasn't seen in the game. So I think you can't use unlimited sizes in Visionaire. Maybe it depends on the PC you use (better PC allows 3000 x 3000 or more), but it make sense you use a size which you can see in the editor and in the player. Think of the possible restricted hardware a player will have later...
    I believe it's the y-axis the editor/player seems to have an issue with. If you keep the height about double or less of the default resolution (1080p) then it should be ok. I think for width you can maybe go up to 2x or 3x 1920x1080, but not 100% sure. Still my point remains, for 2D 1080p games this wouldn't be ideal anyway, unless you are procedurally loading & unloading content as you move across the screen - otherwise you would have stuff off the scene doing stuff even though you can't see it which would be a pointless waste of system resources.

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  • #10, z MachtnixFriday, 23. December 2016, 04:01 hodinky 8 years ago
    I believe it's the y-axis the editor/player seems to have an issue with. If you keep the height about double or less of the default resolution (1080p) then it should be ok. I think for width you can maybe go up to 2x or 3x 1920x1080, but not 100% sure. Still my point remains, for 2D 1080p games this wouldn't be ideal anyway, unless you are procedurally loading & unloading content as you move across the screen - otherwise you would have stuff off the scene doing stuff even though you can't see it which would be a pointless waste of system resources.
    I used a scene picture of 3200 px width and 768 px high to scroll with the walking character, it works. I don't know if I have to use fixed values (1024, 2048 and so on), because the picture is bigger than the game resolution, so I didn't care.

    We had this problem discussed in a thread months ago, and I could say: after the huge picture is in the cache by walking into every corner it runs fast as every other picture. But the first time while conquering the whole scene it's slow...

    Kapitán

    1097 Posts

  • #11, z LebosteinFriday, 23. December 2016, 07:59 hodinky 8 years ago
    I don't understand why it is needed to load a static background image. Why I can not set optional a scene size by setting widht, height and background color (= clear screen color)?

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