OP, you are a genius.
> OP, you are a genius.
Thanks 
Also fixed the spelling errors, apologies my computer was crashing on me and I was desperatly trying to get the post done before it failed :S
This actually sounds like a pretty good idea.
Occlusion volumes would also be useful
343 is going to explode soon with all these new, great ideas coming in from the community. XD
> 343 is going to explode soon with all these new, great ideas coming in from the community. XD
No they wont, because yes there are a lot of ideas coming from the community, they’re not going to use all of them, they’re just going to listen to some of the ideas, and keep them in mind and research some of the ones they like.
So are you saying to pretty much have 2d objects? If you are then Yes it would mean less has to be rendered however it would make forge tricky as it would take a lot of effort to place them at the right hight even with cords
> So are you saying to pretty much have 2d objects? If you are then Yes it would mean less has to be rendered however it would make forge tricky as it would take a lot of effort to place them at the right hight even with cords
I guess technically it would be 2d yes (the ones with only one face rendered anyway) however when placed appropriatly (shouldn’t be too hard just use rotation snap and ensure no gaps are between the blocks) there will be no way of telling the block will be 2d at all because you could only see the front face, thus it would appear 3d.
I find myself having more problems with the item limit…
> I find myself having more problems with the item limit…
I’ve made a seperate thread about this issue. But as far as I’m concerned, the item limit needs to be completely removed. It serves no purpose whatsoever. Instead the budget shold be correctly distributed amongst items, so that any combination of items which spends the entire budget is managable. The only reason the item limit is needed in Reach is because the items are poorly priced, a 1X1 block flat is the same price as a 5X5 block flat when it should theoretically be 25 times cheaper (I know in reality it wouldn’t be exact but there should still be a difference). I hope to God that in Halo 4 the items are appropriatly priced and the item limit and inventory limit are both removed.
/rant
I also came up with this idea recently! where the game does render want you are looking at but games like minecraft show the map render while playing on it. (which looks untidy). Maybe add a render to things that are a foot away from your view. Even with the maxed out wall mod it lagged like hell. You can tell that bungie tried to prevent this by adding an entity limit as well as class limit and budget.
I love you for this. Brilliant idea. Personally I want to see the limit removed. I understand why they have it there but I think it should be up to us to work out the problems caused by too many pieces on our own. The limit can really limit creativity.
OP doesn’t get how 3D graphics are rendered, does he?
Awesome idea but I will be happy if either cR or block count is removed,or increased.
Cool idea:)
> OP doesn’t get how 3D graphics are rendered, does he?
Sorry, did I say something incorrect? If so please feel free to correct me on it.
yeah good idea.
also a cut feature could be good… if i have an object, i cut it by one of the three dimensions (hight, width, lenght).
clould be good also a cut & paste feature that maintain angle of rotation.
Well I guess the budget is limited by the amount of polygons(and other stuff) the engine is capable of drawing at once. With the advances that has happened lately the forge budget could easily be expanded, if 343 creates a simple map(like Fondry) with very little on the screen at once, would allow for more objects on the screen at once, before frame rate is noticeable impacted.
3 things I think should happen to improve it.
improve reach engine (which i think they are using a massively improved one for halo 4) to take on more polygonies thingies, that rendering only half the block the topic mentioned and the ability to fuse items together to create custom items so that it takes less memory stuff to render it or something cuz the object’s itself doesn’t matter, those gigantic walls cost only 10$ and there are like 100 of em while other stuff like decorative that are way smaller cost more then 10$.
> 3 things I think should happen to improve it.
>
> improve reach engine (which i think they are using a massively improved one for halo 4) to take on more polygonies thingies, that rendering only half the block the topic mentioned and the ability to fuse items together to create custom items so that it takes less memory stuff to render it or something cuz the object’s itself doesn’t matter, those gigantic walls cost only 10$ and there are like 100 of em while other stuff like decorative that are way smaller cost more then 10$.
I think decorations cost so much because they have lights which turn on when a person gets near, meaning not only do they need to add the lighting to the map, but the items need proximity sensors too. Frankly this is entirely unnecessary. Removing the lights and having more reasonably priced decorations seems the most logical solution IMO.
I believe (not sure) that polygons are only rendered by your console when you’re looking at them. For example, when you make one of those volcanoes with 40 fusion coils on insta-respawn, standing near it butchers your fraps, but as soon as you turn round a smooth ~30 is restored. Same thing goes with really complex Forge World maps, if your viewpoint takes it all in you get about 2 FPS, but once you either turn round or move into the structure (so either way you’re not looking at all those surfaces) the game starts running smoothly again. If I’m right, this idea of yours (imaginative as it is) would make no difference, because those surfaces aren’t rendered anyway.
That said, there are still ways to increase budget. Reach’s “impostering” system is a golden idea - reducing the processing spent on objects as you move further away from them - but at the moment it’s a very simple 2-stage system. If there was a gradient reduction in quality, so that objects were always taking up the minimum necessary processing power, the budget could be increased.
And you’re correct in saying that object limits serve no purpose and what the hell were Bungie thinking putting them in in the first place?