Call of Duty 5: Engine Limitation

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Revision as of 04:31, 19 September 2009 by Zeroy (talk | contribs)
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Some Limits found in the CoD5 and CoD4 engines
  • 4096 Dvars
  • 63+1 Dvar name characters shown in console, but the names can be longer
  • 2048 Fx (simultaneously playing)
  • 400 Fx Asset limit (at least CoD5)
  • 2048 Material assets (see here for fix)
  • 1024 ? Model assets (is for cod4, seems higher for codwaw)
  • 128 Tags (Joints) in MP
  • 31 HUD Elements (Client)
  • 1600 Sounds
  • Radiant - 3d view:
    "Out of Radiant meshes (262144)"
  • Test map, brushes: 102,631 (138,752)
    97.8 MB mapfile


BSP limits

(approx.), calculated using the limit% supplied by cod4map.exe -info

  • models: 4096
  • materials: 1024 (1223)
  • brushes: 32,768 (32765)
  • brushsides: 655,360? (655368)
  • planes: 65,536 (65544)
  • entdata: 16,777,216 byte / 16 MiB (16773218)
  • nodes: 32,768 (32773)
  • leafs: 32,768 (32768)
  • leafbrushes: 262,144 (262150)
  • leafsurfaces: ?
  • collisionverts: 65,536 (65542)
  • collisiontris: 131,072 (131080)
  • collisionedgewalk: ? (393,026)
  • collisionborders: 32,768 (32775)
  • collisionparts: 131,072 (131181)
  • collisionaabbs: 262,144 (262654)
  • layered verts: 524,288 (524317)
  • layered data: 1,048,576? (1284080)
  • simple verts: 524,288? (589834)
  • layered indexes: ? (992,147)
  • simple indexes: 1,048,576? (1179581)
  • layered tri soups: 32,768 (32771)
  • simple tri soups: 32,768 (32766)
  • lightmaps: 31
  • light grid header: ?
  • light grid rows: 4096 (4235)
  • light grid points: 1,048,576 (1048545)
  • light grid colors: ? (671,063)
  • visibility: ?
  • portalverts: 16,384 (16380)
  • layered aabbtrees: 32,768 (32791)
  • simple aabbtrees: 32,768 (32738)
  • cells: 1024
  • portals: 2048
  • cullgroups: ?
  • cullgroupindexes: ?
  • reflection_probes: 255
  • primary lights: 255
  • light regions: 255
  • light region hulls: 2048 (2045)
  • light region axes: 16,384? (16000)
  • paths: ? (1666)