[DAO:3b96c65] Enhancing Scene Capabilities Through "Dynamic Testing"

As far as I know, the limits are documented but not enforced by any client. In practice, if your scene exceeds these limits in production, nothing really happens. It might be helpful if someone from the Foundation could provide more clarity on this.

I believe each explorer must determine which limits to enforce and make that information public. These limits will also vary depending on the performance-to-device target curve.

To illustrate that these limits aren’t being applied, take a look at Genesis Plaza, which consists of:

  • Parcels: 379

According to the documentation, the limits should be:

  • Triangles: 3,790,000
  • Entities: 75,800
  • Bodies: 133,000
  • Materials: 172
  • Textures: 87
  • Height: 172m

Here are some of the current stats for this scene (which works across all clients):

  • Height: Within limits
  • Triangles: ~50% of the allowed limit, so that’s fine
  • Textures: This limit is definitely being exceeded. Although we don’t have an exact number, the external textures cause the scene to break the limit.
  • Materials: 8,310 vs 172 allowed (a significant overage)
  • Bodies: Data not available, but it’s less relevant since physics mainly run for locomotion.
  • Entities: Stats aren’t available, but for all SDK7 scenes, the limit is 2^16 - 512 = 65,024 (with 0 to 511 reserved for entities).

One of the most resource-intensive aspects—handling various materials and textures—is clearly broken.

Edit:
file size and total size is already checked in the catalyst side :slight_smile:

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