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 Forum index » Featured Tools » Voxel Section Editor III » Support
Extreme and Permanent Lagg.
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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Sat Apr 28, 2012 6:47 pm    Post subject:   Extreme and Permanent Lagg.
Subject description: Is it Normal?
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Hello guys, I've been having problems with the editor, I don't know why, but sometimes when I'm working in a voxel with more than 1.3k voxels, the computes slowly begins to lagg, until the point you can barely open minimize your stuff and open a folder, it is similar to when your playing SCII or any game that consuming in a common (NOT NEW) comp, once you close the game, you're forced to restart it, because the lagg doesn't allow you to anything else.

This has happened In both my desktop computer 512 video, 2gb ram and my notebook, which It's only 4 months old, so I can't blame my machines.

So, is this normal?

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Apr 28, 2012 8:11 pm    Post subject: Reply with quote

Big sized voxels are computationally expensive for the renderer of the program. You can speed up the program by disabling the 3d preview and only enabling it when you really need to see the final result.

By big size, I mean that the multiplication of x, y and z dimensions are high... it doesn't matter if the voxels are filled or not.

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Mon Apr 30, 2012 2:38 pm    Post subject: Reply with quote

And just as a question, the lagg that the rendering proccess creates is really that accumulative? If you got the 3d preview on for 1 hour you start to get the nostalgia of playing wc3 with a 2001 Windows 98 comp (How I loved that comp...)
Edit: Forgot to say thanks for the answer.
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Apr 30, 2012 6:09 pm    Post subject: Reply with quote

No, it's not accumulative. As far as I've tested (extensively), there is no memory leak of any kind on VXLSE III's renderer and it just relies on the voxel data.

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