Increase FPS and Map load time |
by Xploit
on 06/11/2009 22:42, 15 messages, last message: 06/14/2009 06:14, 1562 views, last view: 05/02/2024 02:51 |
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I would like to discuss methods and tips of keeping created maps lag free.
are these cubes the same or will the one made with little cubes take longer to load and take up more memory?
http://i585.photobucket.com/albums/ss298/Xploit_/screenshot_594520.png
should I carve out the middle of walls if they will not be seen?
http://i585.photobucket.com/albums/ss298/Xploit_/screenshot_350390.png
Is it better to push the face of a cube to make the desired shape, or use smaller cubes to make it?
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#1: .. |
by tentus_
on 06/12/2009 01:10
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Simpler = better.
So, for the first pic, the one of the left is better. In the second pic, the filled wall is better. And in the third situation, use the largest gridsize possible. To quote from the Editing Tutorial, "...smaller cubes, which will take more time to render but allow finer detail."
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#2: Re: .. |
by |ice|sub-zero|L
on 06/12/2009 03:58, refers to #1
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here is another tip, type /remip when you are done making a map. what remipping does, is it makes the smaller cubes as large as they can go without destroying what you have made. in other words less lag, yay!
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#3: Re: .. |
by Q009
on 06/12/2009 10:02, refers to #2
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lol dunno why everytime when i think about /remip im glad xD
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#4: .. |
by Hero
on 06/12/2009 14:42
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I would recommend using higher gridpowers first and then detail it out. Be sure that you put your stuff in the grid.. Just look at this example: http://bilder.gorkigymnasium.de/cgi/coop--8.jpg
from left to right there are teh gridpowers 4, 3, 5, 4.
as you can see, if you make the exact same shape with a smaller gridsize it will cause more polygones if this shape is out of the octree. A remip doesn't help much there either, since its working in the limitations the octree grid gives him.
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#5: Filled Space |
by MeatROme
on 06/12/2009 16:20
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Another - often ignored - aspect of the octree is that you should fill out all the space of it, that doesn't get used.
So if you have a space-map and certain parts are just plain inaccessible if you fill those out with cubes textured with the skymap-texture you'll bring down filesize, loading time and the triangle count (wtr).
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#6: Re: Filled Space |
by |ice|sub-zero|L
on 06/13/2009 02:27, refers to #5
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the problem with that is maybe perhaps you have a map that has buildings in it, and you separate them with a wall, you could retexture them to be the skymap-texture, but heres the problem, when you type /remip you see the grid size is still quite small, but if you just type /remip without that then there will be less loading time, and the cubes are larger. also if you haven't noticd, it loads harder when you have the sky-texture because it has an "edit" outline even if you turn outline off. belive me, just type /remip
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#7: Re: Filled Space |
by mayhem
on 06/13/2009 03:04, refers to #6
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I can't make sense of your post.
MeatROme knows what he's talking about. As do tentus and Hero. What they have stated is absolutely correct and what i *believe* you are trying to say is absolutely incorrect.
Before you click the submit button, please re-read your posts and make some kind of attempt at grammar and spelling check.
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#8: Re: Filled Space |
by |ice|sub-zero|L
on 06/13/2009 03:18, refers to #7
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simply the sky-texture has an outline constanly and if you cange textures--even if you remip the skytexture will be seprated and thus makes your comp load more. and also in edit mode it also causes more lag, i know what i am talking about considering the fact i have made a few maps in my time. now where as the download packaging might be smaller, the load and lag isn't worth it.
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#9: Re: Filled Space |
by tentus_
on 06/13/2009 05:27, refers to #8
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Actually what I think sub-zero is trying to say is incorrect. A skytex'd face does not have to have lighting mapped to it, so it makes the program load less, by virtue of having a simpler lightmap.
Just making maps doesn't make you knowledgeable. You actually have to get your hands dirty with the engine and make cause-based evaluations: ie, smaller files load faster (gee, didn't see that one coming).
I think that sub-zero believes that the wireframe will take extra time to load. This is completely incorrect, wireframe mode is part of the engine and not done on a map-to-map basis. -_-
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#10: Re: Filled Space |
by SheeEttin
on 06/13/2009 17:45, refers to #8
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> i know what i am talking about considering the fact i have made a few maps in my time
Yeah, because mapping gives you more experience than, y'know, writing engine code.
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#11: Basically... |
by Nixot
on 06/13/2009 19:52
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...the cubes are each rendered on their own, so smaller cubes means more rendering time needed means lower frame rate.
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#12: Re: Filled Space |
by Nixot
on 06/13/2009 19:54, refers to #9
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Does making the map floating make it faster, like in aard3c?
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#13: For number one. |
by BionicCryonic
on 06/13/2009 20:41
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The cube on the right is approx 512 times bigger than the one on the right.
1 plus 1? Darn, that's toough. Two?
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#14: Re: Filled Space |
by SheeEttin
on 06/14/2009 03:31, refers to #12
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I don't know about load times, but filling in unused space apparently increases performance in other (in-game) ways, so any load time increase should be outweighed.
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#15: Re: Filled Space |
by Quin
on 06/14/2009 06:14, refers to #14
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Note that using clip material and running a genpvs has about the same effect.
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