Difference between revisions of "Category:Detection"
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Added and revised information about how many and how often detection calls are made.
imported>Saebel m (→See Also) |
imported>Saebel (Added and revised information about how many and how often detection calls are made.) |
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==Performance== | ==Performance== | ||
Every NPC/Creature that is high processing will make approximately three rounds of detection calls per second. Those detection calls will be made against everyone within the detection range of the actor, not just against the player. It also doesn't matter whether the target is sneaking or not. Sneaking merely modifies the target's ability to be detected. | |||
Therefore, as the number of active actors in an area increase, the number of detection calls made increases exponentially. | |||
{|border="1" cellpadding="5" cellspacing="0" | {|border="1" cellpadding="5" cellspacing="0" | ||
|- | |- | ||
! style="background:#efefef;" | <center> # of actors in the area </center> | ! style="background:#efefef;" | <center> # of actors in the area </center> | ||
! style="background:#efefef;" | <center> # of detection calls </center> | ! style="background:#efefef;" | <center> # of detection calls </center> | ||
! style="background:#efefef;" | <center> ~ # per second </center> | |||
|- | |- | ||
| 1 actor | | 1 actor + player | ||
| 1 | | 1 | ||
1 call vs player | |||
| 3 | |||
|- | |- | ||
| 2 actors | | 2 actors + player | ||
| 4 | | 4 | ||
2 calls vs player, 1 call per NPC vs other NPC | |||
| 12 | |||
|- | |- | ||
| 3 actors | | 3 actors + player | ||
| 9 | | 9 | ||
3 calls vs player, 2 calls per NPC vs other NPCs | |||
| 27 | |||
|- | |- | ||
| 4 actors | | 4 actors + player | ||
| 16 | | 16 | ||
4 calls vs player, 3 calls per NPC vs other NPCs | |||
| 48 | |||
|- | |- | ||
| 10 actors | | 10 actors + player | ||
| 100 | | 100 | ||
10 calls vs player, 9 calls per NPC vs other NPCs | |||
| 300 | |||
|- | |- | ||
| 15 actors | | 15 actors + player | ||
| 225 | | 225 | ||
15 calls vs player, 14 calls per NPC vs other NPCs | |||
| 675 | |||
|- | |- | ||
| 20 actors | | 20 actors + player | ||
| 400 | | 400 | ||
20 calls vs player, 19 calls per NPC vs other NPCs | |||
| 1200 | |||
|- | |- | ||
| 30 actors | | 30 actors + player | ||
| 900 | | 900 | ||
30 calls vs player, 29 calls per NPC vs other NPCs | |||
| 2700 | |||
|} | |} | ||
With default Oblivion, you will rarely run into large numbers of NPCs/creatures | In the above examples, this assumes that everyone is within the detection range of everyone else. | ||
In exterior locations, actors are rarely so clumped together except in high traffic areas such as the Market District. But then again, exteriors have default range of 2x the interior detection distance, which is roughly four times the area. | |||
With default Oblivion, you will rarely run into large numbers of NPCs/creatures that are densely packed. But in a heavily modded Oblivion, this can have a noticeable effect on performance when the player enters highly populated areas. Detection is probably not the only Oblivion feature that behaves like this, but it's the one that we for sure know behaves this way consistently all the time. | |||
Any mod that alters the detection formula (such as SDR) in combination with mods that increase the population density will therefore potentially impact performance as well, depending on how the mod is designed and implemented. | Any mod that alters the detection formula (such as SDR) in combination with mods that increase the population density will therefore potentially impact performance as well, depending on how the mod is designed and implemented. |