May 28th, 2021 - Snutt & Ben Talk: New Holograms

May 28th, 2021

Snutt & Ben Talk: New Holograms

https://www.youtube.com/watch?v=dyqOMITwLsY&t=945

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    1. Ben

      Hence, we are going now to the holograms.

      So the main reason why we changed the holograms, that was because it was just causing a lot of memory issues.

      It became more apparent with Update 4.

      For some reason, some things changed in the renderer that made it even worse.

      Also the conveyor belt items were an offender in that, but we'll get later to that.

      So instead of swapping the instance mesh as they are now, now they are instance, all the constructors are one instance.

      Now what we used to do, we used to uninstance the mesh and then make it a hologram, which means every object that was instance is modified too.

      For constructors that might not be the worst, but for walls or foundations, imagine you have 20,000 foundations.

      It means all those 20,000 foundations are modified because you want to hover on one foundation.

      So some people on really big safes just had lag spikes modifying their infrastructure.

    2. Snutt

      Right.

    3. Ben

      Which is not fun.

      So that was one of the main reasons.

      The loading part is

      For every object that had to be instanced, it had to create its render state.

      So telling the render threads and the GPU that they should exist.

      Ironically, the frame after it, they were removed from the GPU.

      So it adds tons and tons of data.

      and then removed it a frame after

    4. Snutt

      it, so the

    5. Ben

      loading time got increased with like 30 to 40%.

    6. Snutt

      So it just did a ton of unnecessary work at the first frame of the game and then just threw that kind of away.

    7. Ben

      Yeah.

      And that was also a reason for the DX12 instability.

      So that should be improved with that too, I hope, maybe, TM.

      We

    8. Snutt

      will

    9. Ben

      see.