Static Prop Rendering


misterunspoken
12-03-2005, 02:13 AM
Hey guys quick question. When I run my map I look at +showbudget and I see the FPS drop dramatically when you can see too many prop statics at once. I have a lot of hedges in my map and I believe this to be the cause.

Is there anyone who could help me to optimize the FPS while preserving the map layout and props? :confused:

Thorough props in the readme/map descrip for anyone who can aid/guide/assist in optimizing this map to its fullest potential.

MrU

travis
12-03-2005, 02:16 AM
Without a good look at the map it's hard to propose a solution. Do you know anything about vis blocking and optomisation? func_occluder is your friend.

If you post a overview of the map perhaps it would be easier to offer you help.

Tonedef
12-03-2005, 02:21 AM
Areaportals are great too

misterunspoken
12-03-2005, 02:25 AM
well one of you is more than welcome to see a copy of the map (kinda want to keep it under wraps until its more polished).... I can take a screen when I get up and send it to one of you....would that be okay?

Oh and optimization only about nodraw and hint/skip brush, though placement is somewhat perplexing...

travis
12-03-2005, 02:51 AM
It can be that way when you lack full understanding.

StreamlineData
12-03-2005, 03:41 AM
Other than the nodraw texture, I also have no clue about optimization via texture/brushes.

travis
12-03-2005, 04:02 AM
func_occluder (http://developer.valvesoftware.com/wiki/Func_occluder)
func_areaportal (http://developer.valvesoftware.com/wiki/Func_areaportal)
hint brushes~ (http://developer.valvesoftware.com/wiki/HINTs)

good optomization tutorial (http://www.student.kun.nl/rvanhoorn/Optimization.htm)

FuzzDad
12-03-2005, 07:38 AM
In your case it might also be appropriate to limit the draw distance on your props. There's a "magic" limit to the numbers of props you can have in view at once where the perf goes in the toilet. That limit is not a static figure either, it depends on all sorts of other items as well. Your best bet is to run around your map with the following cvars on:

sv_cheats 1
mat_wireframe 1
mat_leafvis (or is it visleaf?) 1
net_graph 3


Then toggle showbudget on/off (setup a bind). You can then do a walk-through and "see" what the engine "sees" and in many cases you'll be able to use either func_portals or draw distance or hints to limit the distance you can see. Take a look at the sdk dod map...follow their lead on it. One thing you can also do is create groups of models and before you compile de-select them to see how your map runs without them...you'd be suprised how much the models impact performance. Over time you'll get a sense of what you can and can't exceed.

And lastly, don't get discouraged. Mapping has a very steep learning curve before you can get good at it. Don't bite off more than you can chew and start small. Work your way up to bigger maps once you've figured out how to make a small one run well.

Furyo
12-03-2005, 07:53 AM
mat_leafvis 1 :)

misterunspoken
12-03-2005, 01:09 PM
Alright I tried some of these tips and it seemed to help a little... would one of you who is better at optimization hit me up on PM and take a look at my map. It'd be the best way for me to learn honestly. If not it's okay I'll just keep at the optimization. :)

StreamlineData
12-03-2005, 02:43 PM
Originally posted by travis
func_occluder (http://developer.valvesoftware.com/wiki/Func_occluder)
func_areaportal (http://developer.valvesoftware.com/wiki/Func_areaportal)
hint brushes~ (http://developer.valvesoftware.com/wiki/HINTs)

good optomization tutorial (http://www.student.kun.nl/rvanhoorn/Optimization.htm) Thanks travis :)

Tonedef
12-03-2005, 02:59 PM
Originally posted by FuzzDad
And lastly, don't get discouraged. Mapping has a very steep learning curve before you can get good at it. Don't bite off more than you can chew and start small. Work your way up to bigger maps once you've figured out how to make a small one run well.

This is sooooo true! I tried too much at first, got very angry and frustrated and backed off for months. Then FD released his Anvil and it really got me going again. I came back to Hammer much more prepared this time, gave my mind time to sort things out subconsiously, read through problems and solutions others had, and also took some knowledge from modeling.

My advice to you is that if you have a problem that is frustrating you, get up and walk away for a bit. after you have cooled down read-up or ask about your problem (never be afraid of how 'stupid' it may sound) and then pick right back up with your newfound knowledge. Pace is EVERYTHING lol.

misterunspoken
12-03-2005, 10:47 PM
Originally posted by totally_tonedef
This is sooooo true! I tried too much at first, got very angry and frustrated and backed off for months. Then FD released his Anvil and it really got me going again. I came back to Hammer much more prepared this time, gave my mind time to sort things out subconsiously, read through problems and solutions others had, and also took some knowledge from modeling.

My advice to you is that if you have a problem that is frustrating you, get up and walk away for a bit. after you have cooled down read-up or ask about your problem (never be afraid of how 'stupid' it may sound) and then pick right back up with your newfound knowledge. Pace is EVERYTHING lol.

It's not really frusturating me, but it would frusturate all of you to play it with low FPS (mostly at spawns and the major chokepoint) ;)

Other than those areas the map is as smooth as silk!

Honestly if someone isn't too busy and they know they could help with the issue, I'd set up a time to meet and work this out so I can LEARN how to fix this for all future maps as well. Reading this stuff is all well and good, but without some practice and understanding nothing really gets done.

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