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FPSC Classic Product Chat / Out of vram related error workarounds?

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dustofdeath
15
Years of Service
User Offline
Joined: 7th Mar 2011
Location:
Posted: 15th Mar 2011 01:37
Ok, iv build most of the level - its the first for my game and currently ya outdoor one.
Soi build and it uses around 1.1gb total.
Since i need some shadows and ambient light is set to 0 (flashlight + a dark underground room) i need a fake "sun".

So i place ONE light high enough.
I run for test and it crashes - used over 2gb - i already dropped the quality to 16 (and its a damn bad quality).
So just one light adds 900+mb.

Is fpsc light management really THIS BAD?
And why cant it just write data already and remove already calculated/rendered stuff from memory.


I cant even think what happens if i would need more than 1 light.
Why cant the light be rendered live instead of prerendering it all.

Any workarounds to this? i need this 1 "sun" (besides "delete some stuff" - everything is part of the visible terrain and scenery).

Lowering light quality to everything under 16 would make it look unbearably ugly.

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