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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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GoldeneyeGuru Agent
Joined: 14 Nov 2015 Posts: 7
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Posted: Sat May 04, 2024 3:24 am Post subject: How many enemies can the N64 handle on screen at once? |
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I'm trying (and failing so far) to get the Setup Editor working but I suspect that someone here has already tried the hack that I was thinking of anyway...do we know what the practical limit is of the amount of enemies that the N64 (i.e. not on emulation) can handle at once?
I'm sure you've seen these insane DOOM levels with loads of enemies:
https://www.youtube.com/watch?v=b2Hx8RGxiPI
Has anyone tried putting loads of enemies on say the Runway level and see how many it takes for the console to crash? |
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HackBond 007
Joined: 14 May 2009 Posts: 1352 Location: Scotland |
Posted: Sat May 04, 2024 10:13 am Post subject: |
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We have rough triangle counts for frame rates. I haven't tried actually flooding the game with guards. For reference, boiler suit trevelyan (the best comparison to a guard with a head I can think of) has 734 triangles.
Quote from Trevor
Quote: | F3D Optimum Throughput (1 Cycle Z-Less)
416 @ 60FPS 4p
555 @ 60FPS 3p
833 @ 60FPS 2p (4p @ 30FPS)
1,666 @ 60FPS (4P @ 15FPS)
3,333 @ 30FPS
6,666 @ 15FPS
14,285 @ 7FPS
25,000 @ 4FPS
50,000 @ 2FPS
100,000 @ 1FPS
GE throughput test results (with z-buffer)
1 Cycle
2048 = 20FPS - 3 (2.2) Frames (930 tris/frame)
5056 = 12 fps - 5 (4.2) Frames (1,203 Tris/frame)
11,200 = 6FPS - 9 (8.5) Frames (1,317 Tris/frame)
1 Cycle EnvMap
2048 = 20FPS - 3 (2.2) Frames (930 tris/frame)
5056 = 12 fps - 5 (4.3) Frames (1,175 Tris/Frame)
11,200 = 6FPS - 10 (9.1) Frames (1,230 Tris/frame)
2 Cycle
2048 = 20FPS - 3 (2.5) Frames (819 Tris/Frame)
5056 = 12 fps - 5 (4.5) Frames (1,123 Tris/Frame)
11,200 = 6FPS - 10 (9.2) Frames (1,217 Tris/Frame)
1,200*60 = 72,000 Triangles per second |
_________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Sat May 04, 2024 9:07 pm Post subject: |
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Besides the polygons currently being rendered, there are other processes going on with the AI. Enemies can easily start to bog down the performance when a cluster of them are actively on screen. In my personal opinion, I'd rather buff (within reason) the stats on a handful of guards, rather than flood the map with tons of them. I see a lot of enemy spam in mods, in a wide range of games. |
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GoldeneyeGuru Agent
Joined: 14 Nov 2015 Posts: 7
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Posted: Sat May 04, 2024 10:40 pm Post subject: |
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HackBond wrote: | We have rough triangle counts for frame rates. I haven't tried actually flooding the game with guards. For reference, boiler suit trevelyan (the best comparison to a guard with a head I can think of) has 734 triangles.
Quote from Trevor
Quote: | F3D Optimum Throughput (1 Cycle Z-Less)
416 @ 60FPS 4p
555 @ 60FPS 3p
833 @ 60FPS 2p (4p @ 30FPS)
1,666 @ 60FPS (4P @ 15FPS)
3,333 @ 30FPS
6,666 @ 15FPS
14,285 @ 7FPS
25,000 @ 4FPS
50,000 @ 2FPS
100,000 @ 1FPS
GE throughput test results (with z-buffer)
1 Cycle
2048 = 20FPS - 3 (2.2) Frames (930 tris/frame)
5056 = 12 fps - 5 (4.2) Frames (1,203 Tris/frame)
11,200 = 6FPS - 9 (8.5) Frames (1,317 Tris/frame)
1 Cycle EnvMap
2048 = 20FPS - 3 (2.2) Frames (930 tris/frame)
5056 = 12 fps - 5 (4.3) Frames (1,175 Tris/Frame)
11,200 = 6FPS - 10 (9.1) Frames (1,230 Tris/frame)
2 Cycle
2048 = 20FPS - 3 (2.5) Frames (819 Tris/Frame)
5056 = 12 fps - 5 (4.5) Frames (1,123 Tris/Frame)
11,200 = 6FPS - 10 (9.2) Frames (1,217 Tris/Frame)
1,200*60 = 72,000 Triangles per second |
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Ah now that's interesting!
So the optimum approach would be:
1. Find an enemy model with the fewest polygons.
2. Construct a test level that has the fewest polygons possible as well. Basically an empty 'box'.
That could be an interesting test to run IMO. |
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GoldeneyeGuru Agent
Joined: 14 Nov 2015 Posts: 7
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Posted: Sat May 04, 2024 11:03 pm Post subject: |
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Wreck wrote: | Besides the polygons currently being rendered, there are other processes going on with the AI. Enemies can easily start to bog down the performance when a cluster of them are actively on screen. In my personal opinion, I'd rather buff (within reason) the stats on a handful of guards, rather than flood the map with tons of them. I see a lot of enemy spam in mods, in a wide range of games. |
Yes absolutely - I suspect the AI overhead is probably as taxing on the system if not moreso than worrying about small differences in polygon count.
I'm trying to think what is the maximum number of enemies I see on screen at once time anywhere in the 'normal' game...Ouroumov's guards at the end of Facility and/or the endless spawning at the end of Facility can result in a higher than normal number of guards on screen but it's probably never even as high as 10 at once.
I seem to remember the 'defend Natalya' section in Control grinds to a halt at times but that's quite a sophisticated level to render I guess once the glass has smashed and you've to render what's behind it as well as the guards.
I suspect that under 'perfect' conditions the N64 would still struggle to render 20 guards never mind 100. I'm sure with emulation we could get some crazy number being rendered. |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 336 Location: N.J. |
Posted: Sun May 05, 2024 10:14 am Post subject: |
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The calculations involved with guards being alive is definitely the biggest hit to performance, at least as far as I've seen personally. The difference between 18 walking around on screen and 18 dead on screen is a difference of an unplayable framerate and a decently playable framerate.
I think the highest amount of guards you can get vanilla-wise comes from turning on invincibility and trying to corral everyone into the same few rooms. The game tries to prevent that, though, by forcing some to lose track of you. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1699
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Posted: Mon May 06, 2024 6:33 pm Post subject: |
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There is a physical limit; the table of guard data (0x1DC each) is a fixed size and includes the player, pretty sure it's on a per-stage basis. I think Facility was 75, with several reserved off the top and bottom. There should be a cap as well based on ID so wouldn't expect over ~250 in ideal (aka brutally hacked) conditions.
Without a path network, one guard in a level with one player will crawl so slowly you'll think the game crashed.
Subdrag accidentally did something like this once by (probably) corrupting the setup during decompression, the infamous TREV ARMY. It flooded Facility with Trevs. It was somewhat recreated based on a savestate near the end of it.
To quote a 10-year-old private email:
Quote: | Should correspond to these codes:
811CFE78 0009
811CFE7A 0413
811CFF58 0009
811CFF5A 0413
811CFF74 0009
811CFF76 0413
811CFFAC 0009
811CFFAE 0413
811CFFC8 0009
811CFFCA 0413
811D0000 0009
811D0002 0413
811D001C 0009
811D001E 0413
811D0054 0009
811D0056 0413
811D0070 0009
811D0072 0413
811D00A8 0009
811D00AA 0413
811D00C4 0009
811D00C6 0413
811D00FC 0009
811D00FE 0413
811D0118 0009
811D011A 0413
811D0150 0009
811D0152 0413
811D016C 0009
811D016E 0413
811D0268 0009
811D026A 0408
811D0284 0009
811D0286 0408
Those last two Trevs will be agro just after the first security door, but the rest of them will be walking toward the bottling room. They're all over the place, so you should run into quite a few along the way. Since they're in the middle of pathing they don't want to interact with you or anyone else, but it's still pretty cool and they do open all the doors for you ;*) |
Those codes must be on when the stage loads. They're overwriting the setup file. |
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