How to boost your FPS up on maps ?
Ripster
04-17-2006, 10:40 PM
I'm trying to figure a way to up the FPS on my new map Stalag3 At this point Its stable at 35to120 Ive optimized it to the best of my knowledge texture size & light mapping also added fog to help, The middle of the map is great but It's an open map you can see from one side to the other Any ideas ??Here are a couple screen shots
http://nolimitclan.com/dod_stalag3b22.jpg
http://nolimitclan.com/dod_stalag3b21.jpg
Thanks
Element Zeero
04-17-2006, 11:11 PM
Ohhhhhhh, I want it, when is the release scheduled? Looks amazing.
Sly Assassin
04-17-2006, 11:47 PM
Because you've got such a wide open map it's going to be hard to optimized the really wide open areas, have you tried using hint brushes? Also think about trying Occluders they're always handy.
Also set the render distance on the models properly aswell if you haven't already.
Watchtower
04-18-2006, 12:46 AM
-Reduce the size of unplayable areas. This is a biggy for alot of people.
-reduce level of detail (junk) in and around unplayable areas
-blend fog and outdoor model render distance to perfection.
-ditch hit boxes on unreachable models.
-Does this model need to be here?
-Can I use 1 larger model rather than 2 smaller ones?
-Am I being too liberal with details? Aka sprites, grass, decals.
-Hint out windows
-Reduce indoor model render distance way lower. These you wont see unless your upclose and inside anyways.
-Think the way an engine thinks. The brushes you use will be broken up in ways that well, make your head scratch. Throw on wireframe view and take pictures of how the engine breaks up your brushwork. Save them in a folder and optimize your brushes so that it more closely resembles the way the engine will break it up. This especially pertains to walls with windows, doorways, etc.
have fun.
wt
Ol' Noodle Head
04-18-2006, 05:17 AM
Watchtower, what do you mean by Hint out Windows? I've seen Area Portals on say, Flash, but are Hint Brushes also doable?
Sly Assassin
04-18-2006, 05:20 AM
Originally posted by Ol' Noodle Head
Watchtower, what do you mean by Hint out Windows? I've seen Area Portals on say, Flash, but are Hint Brushes also doable?
Yer you can put hint brushes in windows, but I think areaportals are better depending on how they're done.
ultranew_b
04-18-2006, 06:13 AM
As well as doing all the things listed above, Convert non-important "func_detail" brushes to "func_lod", you can choose the solidity of them and set a fade distance as well.
:)
JakeParlay
04-18-2006, 10:58 AM
Originally posted by ultranew_b
As well as doing all the things listed above, Convert non-important "func_detail" brushes to "func_lod", you can choose the solidity of them and set a fade distance as well
yikes, now thats a good one. any down-side to doing that on my func_details?
MrGrubby
04-18-2006, 11:35 AM
Func_lod is more costly to render than func_detail because it has to calculate whether to draw it or not.
At a distance when you arent drawing the brush, there will be a performance gain. Up close when the brush is being drawn, it will be a bit slower than a func_detail. But since you are close, there should be less on the screen and the slight performance hit should be worth the gains you get from far away.
You dont necessarily need to match the prop fading with fog. Smaller props can fade closer. When a prop only fills a few pixels on your screen a player will hardly notice it's missing. Especially during a firefight, but they will notice the inproved performance.
Ace_McGirk
04-18-2006, 12:08 PM
If there is a lot of area outside the stalag,use hills to break up the site distance,use fog and farZ clipping to limit polys.
having not seen the full map I can only guess as to whats outside.
PM me with the vmf if you want,this would be the best way to see how it can be optimised
[oap]Agent_S
04-18-2006, 12:13 PM
I have a big open map that ive managed to keep the FPS above 60 (more than I get on stock maps)
I'm not on here for long so cant go into the full details but if you look here
http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=63360
the VMF is up for download, feel free to have a poke arround and see if this helps you.
CoolHand
04-18-2006, 08:07 PM
I would say any building opening should be sealed with areaportal. It's definitly your best bet. I know many mapper hate working with them but they are a must to optimise map. Also you can then have details inside. Remember areapotal help seal and in conjonction with skybox down to a roof so that eventually with the help on hints, you hide what is behind the building as well.
Also make sure every brush you mak, when possible, are a power of 2 unit . You help the engine render them.
In fact a good map, well optimised one is a combination of everything mentioned in this thread. Never under estimate how important each things are.
Wtih the fog you can really save if you play with the distance and set props accordingly or even better like Ace_McGirk mentioned to set the farZ clipping to limit polys. This would be your best friend on a open map. With farZ clipping you really can have a huge map and not to worry to much about FPS unless you have too many things in one area.
But the hard part is to get the right setting. Also this tend to make 3d skybox just a gray shadow more the a nice one. The goos thing is that you can remove a lot of thing in the skybox and still don't affect the way your map look because you use fog.
I have been experiencing with the fog and z clipping all week-end. It's really about getting the 3d skybox and your map all blend well togheter.
Watchtower
04-19-2006, 01:34 AM
I would say any building opening should be sealed with areaportal. It's definitly your best bet. I know many mapper hate working with them but they are a must to optimise map.
Yeah, in fact, look at the CS example map (forget the name already).
Every building is sealed with area portals, along with arches, windows, doorways, etc. Follow valves example :)
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