Need help getting FPS down
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HkySk8r187
- Lance Corporal
- Posts: 20
- Joined: Fri Jun 28, 2002 6:37 pm
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Need help getting FPS down
Hello...I'm almost done with my map and I know quite a bit about the usage of structural and detail brushes, and hint brushes but I'm having problems getting the FPS down on my map. Just wondering if someone out there would take a look at my map and possible help me put hints in and convert things to detail. Just can't seem to get it working right with this map. Thanks guys. 
As far as I understand it, making things detail only helps with the raytracing during a compile, not at runtime. It tells the compiler to ignore this brush when creating shadows while lighting a room.
A hint brush, however, could definitely affect the frames per second because it might help the compiler figure out what not to draw when it is doing a VIS pass. However, I would say that the hint brush will only help in very special situations where the compiler can't figure out that most of the details in the next room aren't visible.
If you have a lot of wide-open spaces with a lot of visible brushes and especially models, that will cause a significant hit in performance, because the drawing engine has to draw all of those triangles. If this is the case, then it may be a fact of life that your fps will be low. But, if you have a lot of modular rooms, then hint brushes could help out a lot.
Just my 2 cents
Grenadiac
A hint brush, however, could definitely affect the frames per second because it might help the compiler figure out what not to draw when it is doing a VIS pass. However, I would say that the hint brush will only help in very special situations where the compiler can't figure out that most of the details in the next room aren't visible.
If you have a lot of wide-open spaces with a lot of visible brushes and especially models, that will cause a significant hit in performance, because the drawing engine has to draw all of those triangles. If this is the case, then it may be a fact of life that your fps will be low. But, if you have a lot of modular rooms, then hint brushes could help out a lot.
Just my 2 cents
Grenadiac
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Wombat
- Colour Sergeant
- Posts: 93
- Joined: Fri Jun 14, 2002 5:10 pm
- Location: Adelaide, Australia
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I think i remember, that you set all faces of brushs, that the player will never see to 'caulk' checkout the map file that came with mohradiant
m4l0.map ??? i think.....
this tells the render engine not to render these faces.....
I also think portals help to maximise frame rate, as the render engine knows, you cannot see the sewer from the street, so it, doesn't render it....
Just MY 2 cents hehehe
m4l0.map ??? i think.....
this tells the render engine not to render these faces.....
I also think portals help to maximise frame rate, as the render engine knows, you cannot see the sewer from the street, so it, doesn't render it....
Just MY 2 cents hehehe
Wombat's
Eats roots shoots then leaves...........
Eats roots shoots then leaves...........
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HkySk8r187
- Lance Corporal
- Posts: 20
- Joined: Fri Jun 28, 2002 6:37 pm
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Well guys,..I know much about all that you just talked about, check out this webpage, it was written for RTCW but it is still true for MOHRadiant.
http://www.nibsworld.com/rtcw/tutorial_ ... art1.shtml
Talks about detail brushes, how vis and the bsp process works, you all said things that weren't 100% right, so maybe you should read this, it's a very good page to learn about this stuff. As for my map, I think the problem is just that I have too much stuff on it and it's not really broken into rooms so there isn't much I can do. I've gone back and made complex things a little less complex. Check out the site though, thanks.
http://www.nibsworld.com/rtcw/tutorial_ ... art1.shtml
Talks about detail brushes, how vis and the bsp process works, you all said things that weren't 100% right, so maybe you should read this, it's a very good page to learn about this stuff. As for my map, I think the problem is just that I have too much stuff on it and it's not really broken into rooms so there isn't much I can do. I've gone back and made complex things a little less complex. Check out the site though, thanks.

