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So I think that the engine still has to take them into account - even if they're _technically_ hidden.
What do you expect, of course it has to account for every block, not only to check if it is hidden, but also to calculate the effects it has on stats and physics, and every time the ship gets hit, needs to check for blocks breaking off and blocks attached to these blocks, and blocks attached to the blocks attached to these blocks.
"Something as small as 10x10x10" doesn't matter, if it's one cube it's easy to account for,
let's say it takes 1/1000th of a frame. Now Mr Brilliant comes along and splits that into a thousand cubes of the same total volume, and suddenly the game has to do the same amount of work *for each and every one of these thousand* cubes, *plus more* to check the connections among all of them, and you've lost not one frame per second, but possibly quite a few more.
Thanks for the response. I've thought about that, but surely the game wouldn't make that check every step/frame. That would be terribly optimized, no? I would suspect it only does so when there's a change, e.g. building, removing, or destroying blocks.
When I copy/paste a template with thousands of blocks, the game struggles at 2 fps. It gets a little better after placing it. But once I seal it away in the box, it appears to be fine again.
Yeah same experience here. But after it's placed, my fps jumps back to normal. In my experience, when not building, when just flying around doing Avorion stuff, it's difficult to tell a difference between a 100 block ship and the same ship but with 20,000 blocks inside a box. But I'm not sure if there's other elements I'm not accounting for, load times, etc.
All of that is pure conjecture, I have no idea how it's actually handled internally. Would be interesting to hear from the horse's mouth directly.
I might even *shudders at the mere thought of it* subject myself to a "VOD" for that. Wow that feels painful, yuck. No, I don't think I would, not even for such a gem of wisdom.
lmao I might, in the name of science.
If like I was kinda drunk. And none of my friends found out about it. xD
My uneducated conjecture would be that blocks are only treated as separate entities when detached from the ship or doing damage calculations, and are otherwise only aesthetic, and that their physics properties are saved to the ship upon building. The fact you can stack thrusters and engines internally without issue leads me to think it's not the individual blocks acting on the other blocks of the ship.
Given that all these solar panels have 0 health any damage to that block (past protection %-tage) will cause performance issue (especially since you'll probably lose multiple panels at once).
In regards to "hiding" it, there doesn't seem to be an slowdown due to rendering (though some render errors do appear), but just due to client calculation.
In general I still wouldn't use them over generators (despite their significantly better output) simply because combat is more than 90% of the game and is the time where slow down hurts the most.
Thank you for your test and thorough input, I appreciate your time!
I've never had a solar panel take any damage or get destroyed, as they're behind many other blocks and armor. And I basically never let my shield drop. I think the particles from so many different turrets in a big battle is probably the main contributor to my slow down. But I'm sure a few thousand blocks under the hood isn't exactly helping
For playability I just can tell you: don't build to many to small blocks as they will be destroyed to fast ;). And it sucks if you have to visit a repair dock after each confrontation.
That's why many Workshop ships look nice ... but aren't realy useble in game. Any block smaller then 1x1x1 is a dead block.
Fair point about the glow. Maybe I'll cover up my glowing butt xD
But if you hide it ... just make several smaler engines and hide them ;). For example instead of 1 big 20x20x50 some 5x5x50. The glow will be much smaler and so less GPU hungry. But don't get insane with all over 0.5x0.5x50 engines as this might flip to the other end of bad-performance *g*.
With some "fake" Engines you then can decorate (some 2x2x0.5 or 4x4x0.5).