Something odd

02-12-2006, 10:42 PM
I am having some troubles with a small area in my map, dod_expire for source. I have an area where I round a corner and my fps drops dramatically, and I don't quite understand why. So while checking into it I noticed that just prior to coming around the corner, there is actually lower render targets yet more brushes actually being rendered, my FPS is fine, around 80 fps. If I take one step to the right, there is less being rendered, the render target load increases substantially, yet I lose about 30fps. Here are the 2 screens.

Am I misunderstanding something here? If anything I should be actually gaining fps in this situation. Why would the render targets increase when less is actually being rendered? Any insight would be great.

02-13-2006, 03:54 AM
Did you use an occluder on that wall by any chance? They cost quite a bit and if they don't block off more models than they're worth, they shouldn't be used. In this case you'd be blocking 3 models, which isn't enough for an occluder.

But occluders only block models, not geometry. So as far as geometry is concerned here, I would load up mat_leafvis 1 in the console to draw the leaves. Seen as your ground is displacement, it's possible the leaves weren't cut properly and extend beneath the building (or above it if you haven't made a proper skybox yet).

Btw your roof geometry in the middle there looks a lot too complicated. You should be able to simplify it with func_details and props.

02-13-2006, 08:58 AM
I have no occluders furyo, and do not plan to use any. That roof is mostly func detail and displacements already. I will do what you recommend and look at the leaves.

02-13-2006, 08:20 PM
mat_visleafs 1 only shows the leaf I am in, is there a command to show visible leafs?

02-13-2006, 11:32 PM
MAYBE (i dont think this is it) your hint brushes somehow dont cover that part where you step into so it loads everything in the map. I dunno though.

02-14-2006, 12:55 PM
I don't have any hint brushes yet, I am trying to get my head around how it all works so I don't go placing hint brushes in bad places. I know this problem can be fixed with good use of hint brushes, but first I have to understand where to put them. There is a way to compile using GLView. This is a rather useful resource here, and I suggest all mappers spend the time to not only read this, but to fully understand it. I am sure there are some that are already well versed in this knowledge but for those who aren't...

02-14-2006, 01:14 PM
Another EXCELLENT tutorial on optimizations is Zombie's:

02-14-2006, 08:50 PM
Anyone have any better luck with GLView compile, I get an error on GL load...

** Executing...
** Command: C:\Program Files\Steam\SteamApps\\sourcesd k\bin\glview.exe
** Parameters: -portals "c:\program files\steam\steamapps\\day of defeat source\dod\maps\"

Couldn't open c:\program files\steam\steamapps\myemail@hotmail.prt

I set it up exactly how it said to other then I am missing the "Run with visible objects only" radio box.

02-15-2006, 02:27 AM
yeah I'm missing that box too. The problem with glview compile is it gets stuck on the "dot" of your email address and can't access the prt file in the right folder.

The work around is to compile with glview twice. The first time to create the prt file, and after moving it into your steamapps folder, it'll be accessible. Just compile again and that prt file will be read (showing the white lines on top of your grey scale map)

rename the prt file so it's named by your email address.

name@mail.prt, and place it in your steamapps folder

Obviously, you'll need to do this every time your geometry changes or the old version of the white lines will show up on top of the new geometry (which really doesn't help)

02-15-2006, 08:25 AM
Thanks furyo.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.