Call of Duty 5: Engine Limitation
Jump to navigation
Jump to search
- 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)