Page 1 of 1
fps from 25 up to 140
Posted: Tue Aug 31, 2004 3:25 pm
by Stratocaster
Yes guys my fps rate is weird on some parts of the map, I know it is normal. But I would like to know from you advanced mappers if such a difference is normal.

Posted: Tue Aug 31, 2004 3:55 pm
by lizardkid
lol yep. go to V2 (i always say this) at allied spawn, turn towards the building. for me fps out there looking at the building is about 60. when i turn around however and look toward the foliage it's about 20. it has to do with what the game has to draw, bushes move and have many textures involved, they kill fps quickly. that's why it's always easier to fight FROM the spawn outwards.

Posted: Tue Aug 31, 2004 4:05 pm
by Stratocaster
LOL ok just wanted to make sure my map is not crazy!!
thank you!
20 FPS
Posted: Tue Aug 31, 2004 7:27 pm
by tltrude
I don't know how powerful your video card is, but 20 fps is not good. Players with weak video cards will have a hard time with framerates that low. You should try to limit the player's view at those locations. If you can keep the fps meter from turning red or yellow, you will have an excellent map.
Posted: Wed Sep 01, 2004 1:57 am
by Stratocaster
After the my last map fix, the fps minimum rate for me is around 25 (still not yellow). My videocard is Nvidia fx 5700 256 mb. I have 1024 mb ram and a 1.6 processor (pentium IV). On a better computer the fps of course are better. Also I have all details to the max on breakthrough. So now I have fps from 25 up to 145 sometimes. Of course 25 is just on some few spots, while looking at a wide open area.
I try limit the player's view as you say, by adding more fog. The last thing I am going to try is dealing with vis-leafgroups, wish me luck

Posted: Wed Sep 01, 2004 2:49 pm
by Bjarne BZR
Stratocaster wrote:My videocard is Nvidia fx 5700 256 mb. I have 1024 mb ram and a 1.6 processor (pentium IV).
I'd say that 25 is terrible on such a relatively fine computer. Try for a minimum of at leas 50. Especially if it is at a point where you expect action.
Stratocaster wrote:The last thing I am going to try is dealing with vis-leafgroups, wish me luck

Good luck

Posted: Wed Sep 01, 2004 3:05 pm
by Stratocaster
Well you are right in a certain way, that's why I test my maps with full detail, texture compression and even trilinear filter activated.
Normally the server runs SpearHead and I guess not everybody has all graphic options to the max.
I bet I could get better fps testing the map on SpearHead and settin video options by default.
Nevertheless, I am going for the 50 fps on those areas. That's why I'm gonna get busy on those leafgroups, I've downloaded a tut somewhere last week, see if I can get something clear...Sure I'll be requiring some help again

Posted: Thu Sep 02, 2004 7:57 am
by Bjarne BZR
I've got some nice leafgroup hands on tutorial on my site. Just ask away if you hit the wall ( when you hit the wall

).
Posted: Thu Sep 02, 2004 5:03 pm
by Stratocaster
I think I got the clue for leafgroups!
It took me 10 minutes to learn, now the maps is being compiled while I am at work, I hope everything is right when I get back home, LOL
In fact I thought that was going to be hard, when it's even easier than making windows with script-objects!
Posted: Fri Sep 03, 2004 7:48 am
by Bjarne BZR
You are totally right, hey are not really compliated at all... its just that we often want them to do complicated stuff, and its all downhill from there

.
Posted: Fri Sep 03, 2004 3:09 pm
by Stratocaster
I guess I made it (more or less). Here are my fps now
on 75% of the map : between 75 and 100 or more fps (reaching 150 sometimes)
on 20 % of the map : between 45 and 65 fps
on 5 % of the map : between 35 and 45 fps
I just made 5 vis-leafgroups and might add a last one. Fps increased up to 300% in certain areas, I am happy for now

Posted: Fri Sep 03, 2004 3:43 pm
by Bjarne BZR
As long as the low point is not a main combat area, you should be fine.
Posted: Fri Sep 03, 2004 4:03 pm
by Ezykeyal
Stratocaster wrote:
I try limit the player's view as you say, by adding more fog.

Adding fog is nothing more then an eye candy, it only helps if you add a clipping distance/farplane since then and only then will the polygons be cut from the player's view.
Posted: Mon Sep 06, 2004 10:37 pm
by Stratocaster
Ok thank you for your replies!
