Fillrate Issue Created 18 years ago2006-02-13 06:27:12 UTC by Playbus Playbus

Created 18 years ago2006-02-13 06:27:12 UTC by Playbus Playbus

Posted 18 years ago2006-02-13 06:27:12 UTC Post #162956
I've got a fillrate problem......Swap Buffers going crazy.

I've spent a whole day trying to find information about it and fix it. No luck so far. I don't have any water in the map, and I've tried removing all transparent objects and volumetric light, as suggested by several sites. No help.

Is the shader "LightmappedGeneric" - which is the default when using VTFEdit to convert TGA's into materials --- really expensive?

I have tried every suggestion I have been able to find so far, and the last thing I have left is custom textures. I have quite a few custom textures in this map, and they are mainly things like large pictures for walls rather than the walls themselves. I've got a few 1024x1024 textures in there

My question is --- could Large custom textures using the LightmappedGeneric shader cause huge Swap Buffer lag? Should I downsize custom textures?

Any help appreciated. I was going out of my mind with this until 3am this morning, and now I can't think about anything else.
Posted 18 years ago2006-02-13 06:49:37 UTC Post #162959
LightmappedGeneric isn't terribly expensive, but you do pay a bit of texture memory for the lightmaps. 1024x textures use a lot of texmem, maybe that's why.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-02-13 06:59:20 UTC Post #162960
Haha, I popped home at lunchtime and did another quick test. For some reason, everything was fine, even though I was running the same compile as last night.

I guess that last night, where I had been opening-closing-opening-closing both HL2 and Hammer for an entire night, had an effect.......
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