List of high buffer count assets - especially ones that causes the blue baseboard

shaneturner12

Tutorial Creator
List of high buffer count assets - especially ones that cause blue baseboards

As the thread title states, I'd like to compile a list of assets that have high buffer counts, and cause baseboards to disappear.

The listed assets will affect TS2009, TS2010 and TS12 users.

Users who have TS2009 SP4,TS2010, or TS12 are welcome to post their found assets. To get the assets in question, follow part 1 of my tutorial for missing baseboards on my tutorial site.


The format to use is: Name,KUID. (This can be done in Content Manager by right-clicking the asset and clicking Copy to Clipboard)

I will start things off. Here are a few I've encountered:

AJS Track (Single),<kuid:122285:1000>
1 track wood,<kuid:-1:15> (Note: This one is included in several assets including Tunnel Darkstone) - it's not as high as the others, but it does cause the issue mentioned)
Bridge track 2t new,<kuid:41462:38011>
JK Track A01-00-02 Default 2m,<kuid2:122285:4100:10>


Shane
 
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It's a pity that Content Manager doesn't have a 'Search inside config' feature.

I know the likely suspects are splines of some sort.

Shane
 
I found YARN assets basically its the invisble track thats the problem with most splines and early JJS track
but as I say it s not the asset but the invisible track that shows up as a killer.........
Yarns have now the yarnish versions which work well and JJS tracks the 2010 versions have been fine also......
Big headaches have been trees that need updating badly (billboard versions and the splines) speed trees are kewl but for bigger routes theyre a headache and also found ugh shoot me if im wrong but MCGUIRELS tracks and trees kill my comp why I dont know.......
Dave =)
 
SpeedTrees? Check jetlog.txt and remove any that are showing up as having errors and warnings, need to drive the whole route to get all of them logged, they are easy enough to spot as the kuid's are usually given, it's not all of them by the way.
 
g'day,
is there any thing to explain how all this goobler dook works
went the prosess my self myself
i thought i got rid of the problem
only to faced with next worst buffer count
where do you stop
found out it was trees that gave me grief
nothing showed in buffet count
it was a hunch

cheers,
patchy
 
Speed Trees are rendered by the GPU so don't show up under worst buffer count which appears but I may be wrong, to only apply to spline objects. To find offending objects you have to wander all over the map as they may not be on the affected board but 1 or 2 boards away from the problem area.

As a rule of thumb, you stop when there isn't anything showing a worst buffer count of over 100 or you are not getting vanishing boards, I've found a few that were up in the 500 to 600 range, just adding the uncached_alphas 1 to the config dropped them to under 100 and solved the vanishing boards problem.
 
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