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Windows Future thoughts for Huge Map performance.

Tenzhiro

Fool of a Took!
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So it has begun..

I knew from the start when developing TOME that the map will be a huge undertaking, not to even speak about the technical difficulties it comes with.
While making the map, I already took into account players game view, so I don't waste space and keep every river and whatnot very tight to minimize bloated tiles that nobody will ever see.

Now I want to understand a few things about the map in terms of data..

Currently the map is 250 MB and after filling in in the whole continent with grass, water and mountains, the MB's skyrocketed.
I do notice when eventually building on those filled tiles, it takes very less data, as in the most data amount is being added is when you fill in a blank space with a tile. Any item placed upon that tile is nihil.

My RME already takes 8GB RAM for the map, 12GB if I cache all sprites.
The TFS i'm running currently takes 7.5 GB of RAM.

I know this is very little information to work with, but has anyone had problems after making a huge map and if so what were those problems?
I want to catch them early and not want to delete or remove details in the long run.
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Eventually, because I already filled in the continent, I think the map will be 400-500MB, so double of what it is now.
 
So it has begun..

I knew from the start when developing TOME that the map will be a huge undertaking, not to even speak about the technical difficulties it comes with.
While making the map, I already took into account players game view, so I don't waste space and keep every river and whatnot very tight to minimize bloated tiles that nobody will ever see.

Now I want to understand a few things about the map in terms of data..

Currently the map is 250 MB and after filling in in the whole continent with grass, water and mountains, the MB's skyrocketed.
I do notice when eventually building on those filled tiles, it takes very less data, as in the most data amount is being added is when you fill in a blank space with a tile. Any item placed upon that tile is nihil.

My RME already takes 8GB RAM for the map, 12GB if I cache all sprites.
The TFS i'm running currently takes 7.5 GB of RAM.

I know this is very little information to work with, but has anyone had problems after making a huge map and if so what were those problems?
I want to catch them early and not want to delete or remove details in the long run.
-----------------------
Eventually, because I already filled in the continent, I think the map will be 400-500MB, so double of what it is now.
TFS is really doing a bad job of memory management, I’ve experienced this myself aswell, so many useless tile classes etc,i’d suggest moving to blacktek or atleast pull the changes from this pr:
then

then

not sure if its plug and play with tfs though, but you can replicate it. this will save about 116 bytes~ per tile


As for the map editor, i have no clue which editor you are using but OTA RME is probably ur best bet
 
TFS 1.5 Nekiro is not optimized for large maps. I strongly recommend using TFS Clean 1.4.2, Gesior’s TFS 1.4.2, or Black Tek, as they offer significantly better performance. For projects such as Naruto, Pokémon, DBO, custom maps, and similar implementations, TFS 1.4.2 (1098) has consistently proven to be the most reliable choice. Migrating to any of these 1.4.2 bases—whether Gesior’s, Black Tek’s, or the official clean version—will provide a more stable and efficient foundation for your server.
 
The performance of TFS 1.5 Nekiro is exactly same as from TFS 1.4.2
The walking is just a bit bugged because it has been designed for CIP Client and not OTC
With some small changes your walking is smooth and the problem has been solved.

There are ton of people that are using Nekiro Downgrade ( Me aswell ) and we never had any really big "problem"
 
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