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Max catalog size
ComCypherDate: Wednesday, 10.12.2014, 22:55 | Message # 1
Space Tourist
Group: SE team
United States
Messages: 21
Status: Offline
Greetings all. This is my first post on the forum. Before I begin let me just say that Space Engine is the first space simulation program since Microsoft Space Simulator in 1995 to really impress me--I'm just sorry it took so long for me to discover it. I had originally intended for my first post to be an announcement of an awesome new mod, but unfortunately complications arose that upended those plans tongue .

I'll have more information about the mod later in a separate post, but the gist of it is that I am trying to load a ridiculous number of objects in Space Engine via the catalog mechanism and seem to be hitting some sort of ceiling on the number of objects that can be defined before SE crashes on startup. Specifically, the limit seems to be in the area of 6 million objects. I'm just guessing but it might be exceeding the max value on some data type that it uses for indexing.

That's the first problem. The second problem, which I can observe in-game at about 4 million objects, is that on the map view SE tries to render every object, causing performance to drop quite a bit. In this regard static objects seem to be rendered quite differently from procedural objects, which don't show up all at once on the map.

I see that the 0.9.7.2 is supposed to include some memory management improvements which (maybe?) will alleviate these problems, but for now it doesn't look like large catalogs of objects are possible. Are these known issues that are being looked at for a future release?
 
SpaceEngineerDate: Wednesday, 10.12.2014, 23:10 | Message # 2
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
ComCypher, which objects do you create? Of this is a planetary objects like asteroids, then yes SE cannot use octree to clip out invisible objects, because it must compute motion of each of them anyway to know its coordinates. If this is a stars of a galaxies, then performance must not reduce, unless you locate them very tight, in one octree node.
Also, I'm afraid to imagine how long is loading of 6M catalog in 0.971...





 
ComCypherDate: Thursday, 11.12.2014, 01:34 | Message # 3
Space Tourist
Group: SE team
United States
Messages: 21
Status: Offline
Sorry I was so vague. They are galaxies pulled from the SDSS database, 104,038,116 of them to be exact. It takes my computer about 90 seconds to load 4M galaxies during the "Reading galaxies" stage, which seems reasonable (although I have 16GB of RAM and an SSD harddrive biggrin ). I've attached a couple screenshots with debug information if any of that is interesting to you.



Attachments: 8527565.jpg (255.2 Kb) · 3220929.jpg (273.3 Kb)


Edited by ComCypher - Thursday, 11.12.2014, 01:38
 
SpaceEngineerDate: Thursday, 11.12.2014, 08:57 | Message # 4
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
So the problem is a performance in the map mode? I should take a look on your catalog myself, probably using debugger. Is it possible?




 
ComCypherDate: Friday, 12.12.2014, 00:37 | Message # 5
Space Tourist
Group: SE team
United States
Messages: 21
Status: Offline
That was one of the issues, but in my opinion isn't as serious as the first issue I mentioned where SE crashes on startup with 6M galaxies. As long as one doesn't zoom out all the way on the map the performance isn't much of a problem.

Anyway, you can certainly try out the data, if you don't mind waiting a day or two. I'm actually converting the entire set of galaxies at this moment and will yield about 20GB worth of catalog files (uncompressed). When it has finished I can create a new thread on the mod forum with links to all the data. Thanks for helping.
 
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