Keys to making high FPS map?


smashingpunk007
03-14-2007, 02:41 AM
So i have been working on a new map, i have already re-made it 3 times, and i am going to remake it again. With each version it gets a little better, but the thing that i don't really understand is how to tweak it to get better FPS? the map varies from 120-40 fps it gets around 40 when you face one direction. What tips can you guys give me to get more fps as i am rebuilding the map.

otF yetihw
03-14-2007, 04:05 AM
In my experience the thing that really soaks up the FPS are models. Turn off models in visgroups then compile and your fps will be in the hundreds. So make sure that you set the model fade distances for every single model. This is one hell of a job to do when you have already placed your models so try and do it as you go along. Generally set the model fade end about 200-300 more than the fade start and use the yellow circle around the model to make sure it is viewable where it needs to be.

Also turning complex brushwork to func_details should help a little bit in keeping your maps visleafs tidy and stuff and also the use of hint brushes will help but this is more complicated, read this: http://www.student.ru.nl/rvanhoorn/optimization.php

*also, use the +showbudget console command to pinpoint exactly what it is causing the slowdown. i guarantee when you look in the direction where the fps is low the model counter will go flying. http://developer.valvesoftware.com/wiki/Showbudget

Dustin Diamond
03-14-2007, 08:23 AM
read and memorize, eat and sleep that optimization guide

Propaganda
03-14-2007, 08:32 AM
Texture it all in orange :cool:

Formologic23
03-14-2007, 09:19 AM
read and memorize, eat and sleep that optimization guideYep..

nave
03-14-2007, 05:49 PM
Load up avalanche and turn on wireframe mode. Look how each corner starts being rendered at just about the perfect time. It's not just the optimization "techniques", but a clean and defined layout from the start with visibility being idealized before you've spent so much time detailing it. Of course all of the extra optimization techniques should be used, but some layouts are a lost cause (unless you're willing for it to look like crap), because you end up rendering geometry that is unnecessary to gameplay.

When I was trying to optimize parts of my map I found it easier to display the leaf around you and run around everywhere and make sure that there aren't any huge leafs that can see a lot. In hammer it's hard to predict which areas might have an over sized leaf.

Dustin Diamond
03-15-2007, 08:48 AM
yeah, mat_leafvis and mat_wireframe are going to be your best friends when running through your map. Also, there a good option to turn occluders on/off, and it will visually show you what is being blocked. I cant remember the setting though, but it was damn useful (r_occlusion or something like that).

Learn to use areaportals, and learn to use them correctly. Get to where you can visualize your map as a series of large rooms, with the skybox as the ceiling.

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