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Generally Speaking the coronas don't push too much in rendering, they have no real elaborate rendering necessary. Where you run into problems is the ground glowing texture that is under the vehicle I believe it's called "fake glow" or something of the sort, the thing that makes the ground/vehicle light up when a light is lit will put a great deal of stress on a computer's hardware since it is dynamic in it's rendering method. Polygon lights should not be too terrible but too many of them might be. Overall if you're at around 50 or so you should be ok, in reality most police cars should not need more than that anyway... Testing is how you will know for sure, do not just get the supercomputers of the forum to test, someone like myself can take a great deal before it will show, make sure you always have mid range (your target lot) the high end supercomputers and the low end older systems testing for you. If there is a script/process that causes problems it should be detected by one of the three configurations.

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Thanks I kind of assumed radiation and fake glow would be the biggest factor so I am glad I was right. So to take my question a little bit further. As said above 40-50 is about where the line is drawn over all. So where should the line be drawn, generally speaking as for how many lights have radiation and/or fake volume?

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The thing is, because of like the tax from radiation or fake glow, when I do the lightbars, I only have 3 or 4 lights in it, that will make a bigger blink, and create radiation, the rest is just the corona. Basically, you can look through, and you will only see maybe out of the 100 lights, 15 or 20 with radiation, the rest are just coronas. As stated before, the lights I plan on doing from now on are going to be a system friendly set, still keeping the lightbars like they were, there still may be around 70 or 80 lights, but it shouldn't be too bad. However I don't see this happening in Tony's lights any time in the near future.

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