Quote: "Hmmmm? Maybe you need to get Unity Pro 4 for $1,500.00 US."
I have it here, as 1500 are basically peanuts for a working cross-plattform engine, but have to say that unity 4 still needs some time to be really good and usable for AAA productions. I also have here on my disk....
...oh, let me se...
...Cry3, UDK, Unreal 2.5 Full, Trinity / Vision, Gamebryo, WME, PainEngine...
...all of them with nice custom stuff modeled and made for them. Some of them are outdated, some of them free, some of them ridiculous expensive. However, all of them make no problem with custom stuff as long as the self-made prop sticks to the tech-specs required.
Perhaps you didn`t mean to offend or being rude but the advise "Buy yourself Unity Pro for 1500 bucks" isn`t helpful here. Especially as I have already spent a comparable sum on TGC products
I`m just trying to be helpful. It`s my ongoing opinion that for certain games FPSC could be by far better than most of the other 3D engines on the markets, and I`m really eager to help you guys who are working on the source code getting there.
So, what I`m saying is that I got following results with a slightly complex level:
FPSC 1.2 Beta 3, LMS 512, LMQ 45:
"This level uses 1780MB" when built first
Memory Peak during built: 1868 MB
"This level uses 1628MB" when arch is laoded from DBO files (second test without changing LM)
consumed memory during "mapping objects": 300 - 400
FPSC 1.2 Beta 3, LMS 1024, LMQ 85:
Wont build (memory crash after hitting 2030MB)
FPSC 1.2 Beta 7 Exe2, LMS 512, LMQ 45:
"This level uses 1420MB" when built first
Memory Peak during built: 1840 MB
"This level uses 1296MB" when arch is loaded from DBO files (second test without changing LM)
consumed memory during "mapping objects": 450-550
FPSC 1.2 Beta 7 Exe2, LMS 1024, LMQ 85:
"This level uses 1488MB" when built first
Memory Peak during built: 1910 MB
"This level uses 1312MB" when arch is loaded from DBO files (second test without changing LM)
consumed memory during "mapping objects": 500-600
I hope that gives you an idea what I meant. The RAM improvement is huge, and in the final built game this leads to get rid of all RAM-related ingame bugs the player may experience, but some levels won`t build because of the higher usage during the mapping object step.
Best, Ivan