Client startup issue - timing out while loading objects
by Igor G · in Torque Game Engine · 06/11/2007 (9:28 am) · 5 replies
I have a very dense world with many TSStatic objects, so when my client connects to my server, it has to load each one into memory.
My test client only has 512 MB of RAM, so when it's loading objects, it's constantly paging memory out to the hard drive and then it times out on the server.
Is there some way to increase the timeout only when a client is in this loading object phase? Or would it be possible to limit the number of ghosts sent per second to help fix this problem?
Thanks.
My test client only has 512 MB of RAM, so when it's loading objects, it's constantly paging memory out to the hard drive and then it times out on the server.
Is there some way to increase the timeout only when a client is in this loading object phase? Or would it be possible to limit the number of ghosts sent per second to help fix this problem?
Thanks.
#2
06/13/2007 (5:02 am)
That would be a good idea..except all my TSStatic objects are all different and a fxShapeReplicator wouldn't work.
#3
06/13/2007 (5:11 am)
Caching and loading them straight from system instead of going via ghosting at all tested yet? should reduce the loading time drastically.
#4
Thanks.
06/13/2007 (6:07 am)
Marc - that seems like a good idea that we haven't tried yet. I haven't found anything related to caching and loading in the forums. Could someone give me a general idea of how this would be implemented in Torque?Thanks.
#5
08/09/2009 (1:06 am)
bump... I have also not seen a resource on this. Is there any functional example of loading an object from the client as opposed to ghosting?
Torque Owner Ed Zavada