fps

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[-[usf]-] commando
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fps

Post by [-[usf]-] commando »

just wondering what i could do to better my fps on my map
if i am against a huge wall and thats all i can c my fps still is low
does make detail or make structual make ne diference to fps as havent done ne really?

i know there is something bout area portals but i wouldnt have a clue bout it
just dont wanna make a map wich cant b played or cant b fixed besides removeing heaps of work or makeing map smaller
just been up all night and its 5pm here atm

still havent slept yet
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Bjarne BZR
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Post by Bjarne BZR »

What you need is a better understanding of how the VIS compile works and how to get good FPS in a map (start reading from the top):
VIS for dummies
VIS designing with detail and structural brushes
Vis_Leafgroup "hands on"
Areaportals
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[-[usf]-] commando
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Post by [-[usf]-] commando »

ok i was detailing things then thought ok compile map and test now i get a error of max_map_lighting 123 lightmaps
and all i have done is detail textures
i am stumped on what i stuffed up
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M&M
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Post by M&M »

i havent seen this error b4 ,did u look in the compiling errors stickey?
also,maybe try remove some of the custom maps as they usually tend to cause a number of problems
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[-[usf]-] commando
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Post by [-[usf]-] commando »

isnt ne custom maps in my main
looked at stickey and noone really knows what it is cuased by
all pple have done is bout removed 1000 brushes and happened to fix it

i didnt think detailing a brush would make this error
but yer i do have a few minutes b4 back up but would like to try to keep this and find out source of problem
and so i can try and have good fps on my map
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Bjarne BZR
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Post by Bjarne BZR »

Detailing a brush makes it not split up VIS in so many spaces, so you will have more brushes in each space, and if I remember correctly from the Compile error sticky thread: max_map_lighting is caused by too many light affecting a single brush, ore something like that...
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M&M
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Post by M&M »

in other words ,look for a brush that is lighted by alot of light entities and split it up into afew brushes or reduce the number of lights . :wink:
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[-[usf]-] commando
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Post by [-[usf]-] commando »

umm well my map is mostly outside and not to much i can make detail
well a few things

now doing area portals i cant do that much either as most my rooms have windows or r open in one way or another

what would b best 4 farplane as have it at 670
does the farplane make much a difference with fps

does different fogs make 4 dif fps?
does haveing ur skybox open muck with fps on a compiled map?
as i have a gap in my skybox 4 a quick compile just to test what i have made
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blue60007
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Post by blue60007 »

Well first off you should seal your skybox and compile it, that way VIS is actually being calculated. With a leak no VIS is able to calculate.

Well it depends on the mood of the map. If you want a foggy map (like maybe during a rainstorm) you could try 2048 or 3072 is good for a nice fog. Or if it is a sunny afternoon you might try 9632. Of course your map may not be big enough for that but... Also if it is a hazy day you could try 4096.
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[-[usf]-] commando
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Post by [-[usf]-] commando »

so once i have compiled my map and it has no vis how does this affect my fps just wondering if this causeing the low fps i have never closed my map fully up and compiled as takes hrs

and that was 4096 4 the farplane?
and does ne 1 know the code is 4 a redish sun colour
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[-[usf]-] commando
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Post by [-[usf]-] commando »

found one problem when i close my sky box fully up
numvisbytes 15,126,376 exceeds 2,097,152

dam thats going to b alot of detailing
dont think just detailing chairs and that will cut it
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[-[usf]-] commando
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Post by [-[usf]-] commando »

is 500 odd static models to much?cause doesnt seem like i have much in my map

umm one question how am i supposed to get rid of 13 million xtra vis data
:?:
this is just to :twisted: :twisted: 4 me atm

and can u detail trees?
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blue60007
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Post by blue60007 »

Yes those number are for farplane. THey can be set in Radiant by pressing 'n' and under worldspawn (you may have to select a brush first) enter these key/values:

farplane/xxxx

farplane_color/ .x .x .x

Of course xxx should be replaced with a nubmer.

.x .x .x can be like .5 .5 .5, a redish color would be like

.6 .2 .2

The format is RGB (Red Green Blue) more of one color would make it more predominant.



Entities, transparent textures (expect for hint and area) are invisible to the VIS compiler and will not affect VIS in any way. So don't worry about trees, clips, etc...


You'd be surprised detailing chairs (not entities) would help a lot.

Anything that would not block your view very much should become detailed.

WOW :shock: Just noticed you had 15,126,376 , not 1,500,000 bytes of data. :oops: :shock:
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[-[usf]-] commando
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Post by [-[usf]-] commando »

here r some more pics of my map

http://usfcommando.customer.netspace.ne ... p%20pics2/

UPDATE ON MY VIS DATA SIZE
i have gotten it down to 5,600,000 from 15 million

running outta things to detail and not sure if somethings can b detailed or not
so just trying to get it below 2 million
lol
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Balr14
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Post by Balr14 »

You have lots of low buildings, fences and other outdoor structures that are going to cause significant vis problems and performance issues. I don't think I care for the blue tint, but it's your map. The amount of vis data and lighting surfaces you have suggests excessive use of CSG subtract, many curved surfaces and I would not be surprised to find a significant number of duplicate brushes. You aren't using point lights, are you?

I saw where you want a red hue. You need to set suncolor at 60 56 56, ambientlight to 15 15 15 and farplane color to 1.0000 0.690196 0.690196.

But, I think you are going to have to do a lot more. You are trying to do too much in one map. It can't all be visible at once.
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