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What do you consider acceptable MP FPS/Mtex numbers??
Posted: Tue Dec 31, 2002 11:29 pm
by Slyk
Just wondering what you would consider acceptable FPS and Mtex numbers for a semi-large indoor/outdoor map??? (tractor works). I'm having a heck of a time getting the compile to work right. And I'm sure my final version will be for mid to high range machines....
Some of my brushes suddenly were transparent and such after a full compile of Fast vis and Final light...... some even were shadows instead of solids........ go figure. NEVER before. Oh well.... so, about the #s???
Posted: Tue Dec 31, 2002 11:44 pm
by General Death
On average more than 20 Mtex at 1024 x 768 can start to hinder performance. This is not on all pc's but you have to keep in mind that the majority of peeps don?t have the pc specs or want to upgrade there?s simply to play a map.
There are some great techniques in mapping using leafportals and other vis techniques that can improve your maps fps. Mappers such as Jv, The Storm, and Balr (not to leave others out...they came to mind first

)are great at explaining these features....as for me I know that they help that?s bout it...lol. This from what I understand is mainly a boost for outdoor sections of your map.
Posted: Tue Dec 31, 2002 11:58 pm
by Guest
That's generally what I knew but didn't want to admit. I am SO tired of this compiling thing. Last week before I did a 'final' attempt I had the best fps yet with fast/fast...now it's tanking! What would be the great sin in only using fast lighting? I have had enough of days on end of compile time with Final Light, I'd rather do Full/Verbose Vis and fast light and be done with it. Wonder if leaf nodes would work that way? I could use a few in there I guess if I understand them right.
Posted: Wed Jan 01, 2003 9:19 am
by jv_map
Not sure what you mean with -full vis but all costs don't compile with - fulldetail, because it transforms all detail brushes into structurals.
Leafnodes will slow down the compiler unless you set vis_derived in your worldspawn. Mohaa allows you to manually vis your map, but I have to warn you it's rather difficult. It's a machine's job in my opinion.
General Death wrote:This from what I understand is mainly a boost for outdoor sections of your map.
Some consider vis_leafgroups a great solution for outdoors, although I personally don't want to use any. Indoors, hint brushes provide great fps improvements, you can make one for every corner.
Posted: Wed Jan 01, 2003 3:07 pm
by Slyk
Thanks for the input. I meant VERBOSE Vis, actually. The way I did my map kind of put me in a tough spot. I used a lot of destroyed detail and the whole thing is basically linear, which creates some vis block challenges. I can see where 10 or so leafnodes could help eliminate some far-flung 100% vis blocked areas such as opposite map corners from being drawn.
Not sure what you mean with the 'vis_derived' input though... can you tell me the value? Assuming I need the key to be 'vis_derived', then is the vaule'1'??? What does it do, exactly?
Thanks again, you guys are great!
Posted: Fri Jan 03, 2003 10:22 am
by Gizzy (nl)
jv_map wrote:Indoors, hint brushes provide great fps improvements, you can make one for every corner.
is there any tut on this "HINT" thing?
Posted: Fri Jan 03, 2003 10:24 am
by jv_map
Posted: Fri Jan 03, 2003 11:34 am
by Gizzy (nl)
Thanks...
did you get my email I did send to
jv_map@mods-r-us.net just before X-mass about the random spawn script ?
(now it is in english

)
Posted: Fri Jan 03, 2003 11:41 am
by jv_map
English language please

.
Didn't get your mail
Try
jv_map@mods-r-us.net
Posted: Fri Jan 03, 2003 12:41 pm
by Gizzy (nl)
sorry, I forgot to type it in english...
I'll send it again... the first time I did send it also to
jv_map@mods-r-us.net just before X-mass.
it has been send now...