Somebody Can fix map for me? Low fps (re Created 9 years ago2014-11-10 19:34:32 UTC by ZomboidArea ZomboidArea

Created 9 years ago2014-11-10 19:34:32 UTC by ZomboidArea ZomboidArea

Posted 9 years ago2014-11-10 19:55:37 UTC Post #322282
Hi!

Somebody can fix map for me in free time because on my map are low fps because are too much rendering. (You must add hints and skip)

[Link Removed]
Posted 9 years ago2014-11-11 01:50:15 UTC Post #322283
We must huh? :walter:
I'm sure lots of people will gladly take a look at the map, but none of us are going to 'fix' it for you.
We CAN however offer tips and tricks on how to optimize.
This is a temple of learning, not a free-labor distributor!

So I need to ask you some questions
1) what engine is this for?
2) which areas are experiencing low FPS
3) which compile tools are you running?
3b) what compile settings have you used?
In the mean time, here's a hint tutorial that you can browse through.

Anyway, welcome!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-11-11 05:10:06 UTC Post #322284
Lol, some screenshots of your map might help diagnosing too, but FPS optimization comes down to proper visblocking, or basically: limiting the number of areas a player can see into at once.

There is a great overview of the visibility process over at Interlopers, plus excellent video tutorials are available by 3kliksphilip, and GameBanana's Will2k has released some great optimization-related articles recently.

As with anything mapping related, The Valve Developer Community has articles describing Visibility Optimization. the same principles apply to Source or GoldSrc

As Tet mentioned, what tools you're using is very important: DO NOT compile with the stock Hammer ones!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-11-11 09:47:29 UTC Post #322285
I bet you, its either a leak or the map is in a sky box :)
rufee rufeeSledge fanboy
Posted 9 years ago2014-11-11 10:46:36 UTC Post #322286
Oh, I don't know, I can't see someone who knows about hint brushes with that.
Jessie JessieTrans Rights <3
Posted 9 years ago2014-11-11 14:36:10 UTC Post #322287
Posted 9 years ago2014-11-11 16:34:28 UTC Post #322289
You're barely topping 3000 wpoly; extensive optimization really isn't required here.

Also KBAT? I thought I knew all the compile tools
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-11-11 18:12:20 UTC Post #322291
Great looking map! =P

After looking at the screens, the only things I could recommend are things you've clearly already done, but maybe double check all your visblocking structures are world brushes.

If you want further feedback I'd be happy to look at the map. Also for tips on advanced optimization, contact Will2K at GB; he is very willing to help ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-11-11 20:06:12 UTC Post #322292
the textures are too high resolution in some places and use sprites for those light effects
Posted 9 years ago2014-11-11 20:38:57 UTC Post #322293
I delete sprites from lamps because I had too much entites +500
Posted 9 years ago2014-11-11 20:50:26 UTC Post #322294
Stupid Question
Does texture resolution affect wpoly or just general fps?

Are your volumetric lights func_detail or func_illusionary or what? I think func_illusionary are rendered all the time?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-11-11 20:59:46 UTC Post #322295
I suggest reading this http://spr1n.kz-baltic.eu/mapping/FPSimprove/
It really helped me when i was optimizing de_newhorizon.
Tho it's old but it explains how goldsrc engine works.
Posted 9 years ago2014-11-11 21:12:24 UTC Post #322296
^ That is awesome Lajron. So many things I forgot and didn't know about! :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-11-11 22:14:56 UTC Post #322298
I meant they are too scaled down.

How did you manage to use 500 entities? 500 wpoly is what some of ur screens are worth IMO
Posted 9 years ago2014-11-12 03:26:41 UTC Post #322302
Hi guys. I fixed my problem and I dont want share map anymore. Can I please Admin to delete link from first post? Because I cant edit :C
Posted 9 years ago2014-11-12 03:55:00 UTC Post #322303
Link removed. What is KBAT, by the way? I've never heard of it.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-11-12 04:14:29 UTC Post #322305
KBAT I think is compilator from my country created by person from my country.
Is version 2.0+ but I dont know here I can get his because its vero old compilator and all links to download in internet are expired.

I found this: http://kbat.cba.pl/KBAT_v_1.8.exe

I use 1.8 version and this is 1.8 - try it but I think this compilator from this link is on polish language version.
Posted 9 years ago2014-11-12 05:10:49 UTC Post #322306
If its really old then why use it ?
VHLT offers a LOT of improvements over standard tools, though ive never heard of KBAT before still the point stands.

Didn't valve fix the limit on GS ents to 2k ?
rufee rufeeSledge fanboy
Posted 9 years ago2014-11-12 07:50:07 UTC Post #322310
I don't think so, rufee.

Xash3D and Trinity does though (1024 max ents I think). Or maybe just via advanced compile parameters.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-11-12 10:02:56 UTC Post #322311
Ive been hearing that its the same as source now.
Well only one way to find out then :)
rufee rufeeSledge fanboy
Posted 9 years ago2014-11-12 13:06:57 UTC Post #322312
I remember i tried adding a buttload of models on a map. Precache limit is still 512 in GS even after the updates.
or = 512 ents wouldn't work.
Posted 9 years ago2014-11-12 19:31:53 UTC Post #322315
How did you end up lowering the FPS, ZomboidArea? :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-11-13 01:02:23 UTC Post #322320
Add block with skip and hint texture but still in some areas are little lags. My map is too detail
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