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Collision Markers


McclaudEagle

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Hi there.

 

I was just curious about something I read a while ago. Apparently collision markers are used for more than just preventing the player from reach areas they shouldn't, and may also relate to memory or something.

 

Anyone able to clarify?

 

Thanks.

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No, just used for "preventing the player from reach areas they shouldn't" as you stated. Their sole purpose as an object is to provide physics data.

 

They're just static objects like the rocks, buildings etc. in the game, and by comparison there are very few CollisionMarkers.

The CollisionMarkers are also invisible, and have very simple geometry... so all-in-all their effect on memory usage is miniscule.

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This claim is made by the author of "NV Stabilizer", who has apparently added 2000+ collision markers in his mod and also made all of the 4000+ collision markers persistent, quest items disabled by default. Nobody else has been able to find evidence that this improves anything. If anybody has specific information, please let us know. More attempts to understand the NV Stabilizer are on this thread.
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  • 3 weeks later...

I posted in the discussion for the mod in an attempt to get some more info about the mod.

As I noted there, I'm no expert. But I've done some coding before.

 

What is being said about persistent markers building up in the database over time seems dubious to me... it shouldn't build up like that if you remain in one cell. They should build up in every new cell you travel to, if I'm not mistaken. Also, I still see no evidence of a memory leak, and these nebulous other elements being attributed to collision markers don't make any sense to me. Collision markers do nothing aside from acting as objects to collide with.

 

The effect of this mod should be to speed things up in a minor way and to reduce crashes slightly on taxed systems by allowing the game to keep collisions markers in persistent memory, because you only have to to load them on first entering a zone and it won't have to clean them up when you zone out. But the drawback should be that they build up in the database as you zone, making it worse over time and degrading to below vanilla game performance after a number of zones.

 

Even if I'm right (and I'm honestly not sure if I am!) I'm unsure how many zones it would take to degrade any benefit you'd see from the game not having to clean up markers when you zone.

 

Just my thoughts on the whole thing... again, I'm not an expert so I can't be sure. But not everything I'm reading adds up.

Edited by Pyrogoat
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Setting an object to Persistent will mean it will be loaded into mem from the start of the game, and remain there.

eg. the Master Mojave Dropbox and vendor containers. They're in cells that your character never enters.

They only need be persistent if you refer to them from another object (eg. via script, or using it as an enable master or linked ref).

The GECK won't allow you to reference a non-persistent object. Base forms are 'persistent' by their nature.

 

The collision makers themselves are one of the most simple static objects in the game. They don't even require a mesh as their size and shape is set by a vector and flags in the form. If you take a look at any cell, you'll see far more more complex non-persistent objects that will be loaded in & out of mem as you traverse cells.

 

The IWR mod in my sig deals primarily with collision markers.

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Setting an object to Persistent will mean it will be loaded into mem from the start of the game, and remain there.

eg. the Master Mojave Dropbox and vendor containers. They're in cells that your character never enters.

They only need be persistent if you refer to them from another object (eg. via script, or using it as an enable master or linked ref).

The GECK won't allow you to reference a non-persistent object. Base forms are 'persistent' by their nature.

 

The collision makers themselves are one of the most simple static objects in the game. They don't even require a mesh as their size and shape is set by a vector and flags in the form. If you take a look at any cell, you'll see far more more complex non-persistent objects that will be loaded in & out of mem as you traverse cells.

 

The IWR mod in my sig deals primarily with collision markers.

Ah, thanks for clearing that up Tunaisafish... seems like this mod is bunk.

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