Random Object flashing lag/glitch

Discussion in 'Halo and Forge Discussion' started by Starship Forge, Jul 25, 2011.

  1. Starship Forge

    Starship Forge Recruit
    Senior Member

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    Does anyone have any experience with a glitch that makes random objects flash for a split second (well, technically they darken, but I can't think of a better word). It almost looks like it's randomly cycling through all the on-screen objects. It's very distracting when it does happen. I've seen this problem on other people's maps sometimes, and occasionally in my own. On the maps where I've seen it, it seems to happen when enough of the map is in view, and sometimes only when viewed from enough distance (it's not just impostering though, because they flash wildly when you're completely still). I suspect it may have at least some connection with lag, but it doesn't seem to be directly related, because I've seen laggy maps without this particular problem.
     
  2. X RS Sniper X

    X RS Sniper X Forerunner

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    It could be Z-fighting idk but if you got us a Video of it then that would be helpful also
     
  3. pinohkio

    pinohkio Ancient
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    I don't think it's Z-fighting, I think it's because the way that the Reach engine renders multiple objects, and how it manages the lighting from a distance.
     
  4. cluckinho

    cluckinho Well Known
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    This isnt z-fighting, it is framerate lag. This happens when too many objects are in view, such as when you view your map from a distance. Lights also contribute to framerate lag. If it only occurs when viewing your map from far away, it shouldnt affect gameplay at all.
     
  5. CyborgAnthro

    CyborgAnthro Forerunner

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    Seconded. If it's your map, try reducing objects and adding walls that block long views. I have seen maps that have huge flickering problems when viewed in their entirety from outside the map, but that have no problems in game. This is only the case when the map is sufficiently segmented so that lines of sight aren't large enough to see a certain critical number of objects.
     
  6. Nutduster

    Nutduster TCOJ
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    This usually only happens when seeing almost all of the map at once, and in forge, because it has to render a lot of excess objects that aren't rendered in custom games - respawn points, objective markers, etc. If you're getting it in custom games you need to be concerned. But even seeing it in forge means you should be careful. Reduce object count where possible and cut off some of the longer lines of sight, anywhere that you can see huge amounts of objects at one time.
     
  7. DUCK NG

    DUCK NG Forerunner
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    You just described what is known as "disco". This occurs when so many objects are in the players field of vision, if I remember correctly the number of objects that causes this is 506. It can be seen most often in forge because spawn points, zones and other such items have to be rendered as well as normal map geometry, players and equipment. Any object even if completely obstructed by another will still add to the object count for disco. If you see this in forge it really isn't a big issue, but seeing it in custom games can be quiet irritating, and means that the map could benefit from some object trimming.

    A quick example I can use is from my own map Apollo. When played in customs there is no disco at all, but when loaded in forge there is disco. If you go into monitor mode and fly behind the pyramid and then face towards the rest of the map you will get disco although the pyramid is the only object actually in sight.

    So in short Disco is caused by the number of objects in the players field of vision(not just the items that are visible), this includes all objects rendered, players, weapons, grenades, structure, spawn points etc...
     
  8. DavidJCobb

    DavidJCobb Ancient
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    No! Don't do this!

    The glitch is called discoing, and it occurs when a certain number of objects are in your field of view. They don't have to be visible, you just have to be looking in their direction. Adding a wall means adding an object that contributes to disco -- it doesn't stop the things behind it from contributing because they're still in your field of view.

    The only solution is to delete objects until it stops. And a word of warning -- you get discoing when you have 506 or more objects in the field of view in full-screen play. In split-screen, the threshold is much lower (though I, being the lazy bastard that I am, haven't gotten around to measuring it yet).

    Listen to this guy.
     

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