Suggestion+Complaint: Map sizes and lightmap quality in 2020
Posted: 05 Feb 2020, 16:09
The year is 2020,
everybody has a highspeed internet connection, high enough compute power and storage capacity, and yet we are here in 2020 having our maps limited down to a tiny filesize at around 2 megabytes.
This is unacceptable when people on the same platform download mutliple gigabytes of titlepack files to then get greeted by low resolution lightmaps and limited use of embedded contents. Other games are decades ahead of this with multiple hundrets of megabytes in custom assets and standardized lightmap quality amongst the entirety of a map despite its increased surface size with .bsp source map files reaching up to 30mb with nothing else than lightmap data.
Maniaplanet has one of the most realistic lighting ever done in the history of video gaming... With it in the early years even being ahead of the triple-A movie CGI industry, and yet is being held down by file size standards from 2007.
The only real solution to fix this is to change basic map file size boundaries and up the limits to something that is much more acceptable in these years and especially for the future with the then upcoming next dacade starting in 2021.
The suggestions are the following:
Custom compute shadows quality option (in addition to Very Fast, Fast, Default, High and Ultra)
- Custom amount of bounces. (very dark maps will benefit from more bounces GREATLY - e.g.: 1-20)
- Custom lightmap image size option. (way beyond the current limit of 2048x2048 - e.g.: 4096x4096, 8192x8192, ...etc)
- Custom amount of compression to reach a certain file size of the lightmap.
Everybody can download a mapfile in the 5-20 megabyte range in a very reasonable amount of time, if not almost instant with 100k connections becoming more and more the standard.
While we are at the mapsize discussion:
There's not one problem with giving more room for content creators to allow them to embed up to 5mb or even more custom items and blocks, embedding images and sounds from and for the mediatracker would also greatly improve the possibility of sharing and playing content together, if that is what Nadeo's vision remains to be today.
Why again are Ultra lightmaps getting more compressed than High ones? Why are they getting completely obliterated once saving them to the mapfile in the latest patches? And why do we keep lightmaps cached for a map, which we already exported and embedded into the mapfile, so that we then don't use the intended one instead?
everybody has a highspeed internet connection, high enough compute power and storage capacity, and yet we are here in 2020 having our maps limited down to a tiny filesize at around 2 megabytes.
This is unacceptable when people on the same platform download mutliple gigabytes of titlepack files to then get greeted by low resolution lightmaps and limited use of embedded contents. Other games are decades ahead of this with multiple hundrets of megabytes in custom assets and standardized lightmap quality amongst the entirety of a map despite its increased surface size with .bsp source map files reaching up to 30mb with nothing else than lightmap data.
Maniaplanet has one of the most realistic lighting ever done in the history of video gaming... With it in the early years even being ahead of the triple-A movie CGI industry, and yet is being held down by file size standards from 2007.
The only real solution to fix this is to change basic map file size boundaries and up the limits to something that is much more acceptable in these years and especially for the future with the then upcoming next dacade starting in 2021.
The suggestions are the following:
Custom compute shadows quality option (in addition to Very Fast, Fast, Default, High and Ultra)
- Custom amount of bounces. (very dark maps will benefit from more bounces GREATLY - e.g.: 1-20)
- Custom lightmap image size option. (way beyond the current limit of 2048x2048 - e.g.: 4096x4096, 8192x8192, ...etc)
- Custom amount of compression to reach a certain file size of the lightmap.
Everybody can download a mapfile in the 5-20 megabyte range in a very reasonable amount of time, if not almost instant with 100k connections becoming more and more the standard.
While we are at the mapsize discussion:
There's not one problem with giving more room for content creators to allow them to embed up to 5mb or even more custom items and blocks, embedding images and sounds from and for the mediatracker would also greatly improve the possibility of sharing and playing content together, if that is what Nadeo's vision remains to be today.
Why again are Ultra lightmaps getting more compressed than High ones? Why are they getting completely obliterated once saving them to the mapfile in the latest patches? And why do we keep lightmaps cached for a map, which we already exported and embedded into the mapfile, so that we then don't use the intended one instead?