Poll: Are you willing to have a lower quality map render to improve speed?
This poll is closed.
YES, I don't care if the quality is lower, I just want to see my map
41.75%
43 41.75%
NO, I don't mind waiting and would prefer to keep the quality of the map.
58.25%
60 58.25%
Total 103 vote(s) 100%
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Render times and 1.2 Support
04-01-2012, 08:27 PM,
#21
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RE: Render times and 1.2 Support
skeight Offline Administrator View worlds
********
Another update for everyone. I had some computer trouble this past week which put me a couple days behind where I'd like to be. Ran into a snag when trying to render larger maps but I have it worked out now.

Here's some teaser screenshots of my local test environment. Some of these features may only be available to premium members.

Day Map
   

Night Map
   

Cave Map
   
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04-02-2012, 01:37 AM,
#22
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RE: Render times and 1.2 Support
mze9412 Offline Premium View worlds
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Looking forward to it, very nice! Smile
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04-05-2012, 03:29 PM,
#23
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RE: Render times and 1.2 Support
smdl2 Offline Premium View worlds
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Any idea when 1.2 support will be here?
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04-05-2012, 03:35 PM,
#24
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RE: Render times and 1.2 Support
skeight Offline Administrator View worlds
********
It's a time consuming process to test the larger maps. Waiting for them to render, moving all the data around after the renders are complete.

Right now 500MB maps are coming out at a 5-8GB size map where with Tectonicus this was 1GB. This is a huge difference and with the number of maps this greatly effects how much I can store.

Right now, I'm working on a way to get that size down so I can realistically support all 1.2 worlds prior to launching this feature.
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04-06-2012, 07:32 AM,
#25
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RE: Render times and 1.2 Support
legolad Offline Premium View worlds
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(04-05-2012, 03:35 PM)skeight Wrote: It's a time consuming process to test the larger maps. Waiting for them to render, moving all the data around after the renders are complete.

Right now 500MB maps are coming out at a 5-8GB size map where with Tectonicus this was 1GB. This is a huge difference and with the number of maps this greatly effects how much I can store.

Right now, I'm working on a way to get that size down so I can realistically support all 1.2 worlds prior to launching this feature.

Is it just about the file size, or is processing time for these larger files also an issue? If it's just size, perhaps we can organize a little fundraising to improve your storage situation. I know I would be willing to contribute to that. I guess what I'm saying is, Don't be afraid to ask for some. help :-)
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04-06-2012, 09:32 AM,
#26
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RE: Render times and 1.2 Support
smdl2 Offline Premium View worlds
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(04-05-2012, 03:35 PM)skeight Wrote: It's a time consuming process to test the larger maps. Waiting for them to render, moving all the data around after the renders are complete.

Right now 500MB maps are coming out at a 5-8GB size map where with Tectonicus this was 1GB. This is a huge difference and with the number of maps this greatly effects how much I can store.

Right now, I'm working on a way to get that size down so I can realistically support all 1.2 worlds prior to launching this feature.

Wow that's crazy! I never knew that it would do that! I would be happy to support a fundraiser as well!
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04-06-2012, 12:45 PM,
#27
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RE: Render times and 1.2 Support
skeight Offline Administrator View worlds
********
(04-06-2012, 07:32 AM)legolad Wrote: Is it just about the file size, or is processing time for these larger files also an issue? If it's just size, perhaps we can organize a little fundraising to improve your storage situation. I know I would be willing to contribute to that. I guess what I'm saying is, Don't be afraid to ask for some. help :-)
(04-06-2012, 09:32 AM)smdl2 Wrote: Wow that's crazy! I never knew that it would do that! I would be happy to support a fundraiser as well!

You guys are awesome! Big Grin And I'm sure there are a number of people out there thinking the same thing. I appreciate the support as I work through this update!

It's less about initial funds and more about sustainability. I want the community to be sustainable in the long haul.

I don't have a problem with fundraising but not something I would want to do often. I'd like to have the site pay for itself and these large map renders would fill up hard drives faster than I could buy them.

I'm actually contemplating throwing some money at Tectonicus' charity page so he'll release the source code as open source. This may be the fastest way to 1.2 support over here.

Overviewer is open source already and I'm dipping into the source code today to see if I can make it work the way I need it to before going the above route.
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04-06-2012, 03:09 PM,
#28
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RE: Render times and 1.2 Support
legolad Offline Premium View worlds
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(04-06-2012, 12:45 PM)skeight Wrote: I'm actually contemplating throwing some money at Tectonicus' charity page so he'll release the source code as open source. This may be the fastest way to 1.2 support over here.

Overviewer is open source already and I'm dipping into the source code today to see if I can make it work the way I need it to before going the above route.


Works for me, Skeight. Just let us know how we can help out.
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04-06-2012, 10:21 PM,
#29
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RE: Render times and 1.2 Support
smdl2 Offline Premium View worlds
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(04-06-2012, 03:09 PM)legolad Wrote:
(04-06-2012, 12:45 PM)skeight Wrote: I'm actually contemplating throwing some money at Tectonicus' charity page so he'll release the source code as open source. This may be the fastest way to 1.2 support over here.

Overviewer is open source already and I'm dipping into the source code today to see if I can make it work the way I need it to before going the above route.


Works for me, Skeight. Just let us know how we can help out.

Same here
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04-08-2012, 01:21 AM,
#30
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RE: Render times and 1.2 Support
skeight Offline Administrator View worlds
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Just a quick bump as I added some progress indicators to the initial post.
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