Precise Limitations of the Battlefield Engine

General discussion of the Project Reality: BF2 modification.
O.Ortega
Posts: 53
Joined: 2015-05-21 11:48

Precise Limitations of the Battlefield Engine

Post by O.Ortega »

Hey guys,

I know I'm not the only one to want first world cities for Project Reality Maps, but I can't find the first post to suggest it. I seem to remember a key objection being performance issues, so I wondered what the known limits of the PR engine are. I know a bit of the network limitations of PR in that PR has poor networking code that means that you can only have like 300 dynamic objects i.e. destroyable walls. What I wonder about is if you tried to make a first world map city with static buildings, what would limit what you can have in the map? Is there a rough limit on the number of polygons you can have for game objects?
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Precise Limitations of the Battlefield Engine

Post by rPoXoTauJIo »

Just buy crappy laptop, and test map, once fps lower than 30, map is too heavy :D
Image

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: Precise Limitations of the Battlefield Engine

Post by Mats391 »

You cant have more than 1023 bullets in a magazine. After 1023 the next possible amount is infinity.
Image

Mineral: TIL that Wire-guided missiles actually use wire
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Precise Limitations of the Battlefield Engine

Post by Mineral »

You can only have 255 ladders on a map.
Image
LiamBai
Posts: 898
Joined: 2013-03-19 19:09

Re: Precise Limitations of the Battlefield Engine

Post by LiamBai »

8 is the maximum number of seats you can have per vehicle.
[url='http://tournament.realitymod.com']Image[/url]
Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
MasterX
Retired PR Developer
Posts: 216
Joined: 2009-04-11 18:57

Re: Precise Limitations of the Battlefield Engine

Post by MasterX »

Engine can't use more than 2gb of memory (32bits).
Image
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Precise Limitations of the Battlefield Engine

Post by Vista »

You can have a maximum of 0 fastropes on PR.
Simple-jack1969
Posts: 69
Joined: 2012-04-15 13:28

Re: Precise Limitations of the Battlefield Engine

Post by Simple-jack1969 »

Vista wrote:You can have a maximum of 0 fastropes on PR.
:26_suicid
Com Sink Pack Ram Set M-O-S 92 H-Tack Offspeck Pattywhack

[CENTER]Image



ImageImage
[/CENTER]
Nitneuc
Posts: 490
Joined: 2007-09-16 08:39

Re: Precise Limitations of the Battlefield Engine

Post by Nitneuc »

[R-DEV]MasterX wrote:Engine can't use more than 2gb of memory (32bits).
Wasn't that addressed with final 1.5 patch ? It's listed in the features of its changelog at least :
Allowed BF2.exe to use more than 2Gb RAM
http://forums.anandtech.com/showthread.php?t=285978
Many thanks to everyone involved in the making of the best videogaming experience ever !
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Precise Limitations of the Battlefield Engine

Post by PLODDITHANLEY »

That's wrong or why would new COOP Kashan crash on 32bit OS....
Image
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Precise Limitations of the Battlefield Engine

Post by rPoXoTauJIo »

Maximum python supported version - 2.3.4
Image

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Simple-jack1969
Posts: 69
Joined: 2012-04-15 13:28

Re: Precise Limitations of the Battlefield Engine

Post by Simple-jack1969 »

[R-DEV]Mineral wrote:You can only have 255 ladders on a map.
I never knew until now how much I wanted to know this :mrgreen:
Com Sink Pack Ram Set M-O-S 92 H-Tack Offspeck Pattywhack

[CENTER]Image



ImageImage
[/CENTER]
MaxTheSilva96
Posts: 54
Joined: 2015-11-13 00:05

Re: Precise Limitations of the Battlefield Engine

Post by MaxTheSilva96 »

You can only have 255 ladders on a map.
I wonder what happens if thers someone climbing all ladders at the same time.
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Precise Limitations of the Battlefield Engine

Post by PatrickLA_CA »

They go up.
In-game: Cobra-PR
O.Ortega
Posts: 53
Joined: 2015-05-21 11:48

Re: Precise Limitations of the Battlefield Engine

Post by O.Ortega »

Thanks for the info guys. I can see that the RAM issue would be the biggest constraint, assuming that you can have enough objects to use up all of the allowed RAM without breaking the engine. You'd think that the Battlefield engine would be very efficient considering what it is capable of versus other shooters' engines, but we don't know what goes on in that engine. It's entirely possible that the engine was just made to be "good enough" - the engine doesn't seem to scale with the CPU and RAM you give to it.

I actually don't see why PR maps would lag for anyone, unless there was some bugs and weaknesses in the engine that made maps that are light on polygons etc by todays standards still not work properly. I guess we won't see a PR first world map any time soon, although if I can pick up 3ds Max and import some first world buildings into the editor I'd like to see what happens.
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: Precise Limitations of the Battlefield Engine

Post by Mats391 »

The main issue i see are not client performance issues. Those can be resolved by modifying the viewdistance etc. The big issue is server side lag similar to what you experience on Shijia or Wanda on some servers. That most likely comes from collision checks and having too many objects on the map. In a big city map i can see this becoming an issues rather quickly.
Image

Mineral: TIL that Wire-guided missiles actually use wire
O.Ortega
Posts: 53
Joined: 2015-05-21 11:48

Re: Precise Limitations of the Battlefield Engine

Post by O.Ortega »

I forgot the whole server issue. Yeah, it would be a lot of effort for a server to have a city map, although I think that you would only want a small city map in any case. I'm thinking like Fallujah size at most. A city map would quickly lose it's charm if there was 2+ square kilometers of buildings to secure and/or keep an eye on. The number of ambush possibilities would be huge for example. You could decrease the number of buildings further by having the map be a coastal city. Perhaps something like Beirut but smaller.
MaxTheSilva96
Posts: 54
Joined: 2015-11-13 00:05

Re: Precise Limitations of the Battlefield Engine

Post by MaxTheSilva96 »

I forgot the whole server issue. Yeah, it would be a lot of effort for a server to have a city map, although I think that you would only want a small city map in any case. I'm thinking like Fallujah size at most. A city map would quickly lose it's charm if there was 2+ square kilometers of buildings to secure and/or keep an eye on. The number of ambush possibilities would be huge for example. You could decrease the number of buildings further by having the map be a coastal city. Perhaps something like Beirut but smaller.
I don't know, but i think you are describring Muttrah City...
--"I find your lack of FOBs disturbing..."--
Serathis
Posts: 17
Joined: 2014-01-29 22:13

Re: Precise Limitations of the Battlefield Engine

Post by Serathis »

I'm fairly sure the devs already pushed past the engines limits. The original BF2 devs should look at this game.
Post Reply

Return to “PR:BF2 General Discussion”