FPS drop on my own maps Created 14 years ago2009-07-22 20:39:51 UTC by Adevade Adevade

Created 14 years ago2009-07-22 20:39:51 UTC by Adevade Adevade

Posted 14 years ago2009-07-22 20:39:51 UTC Post #270716
I've got a problem. When I play maps like ts_lobby with pretty big rooms my FPS is pretty steady at around 50+. But on my own maps with less stuff and about the same size my FPS drops down to 05-20. I've got a pretty old computer, but I don't understand why this happens.
Posted 14 years ago2009-07-22 21:46:05 UTC Post #270719
There are certain levels of optimization that developers run on their maps. This includes Vis blocking and clipnodes. Why not put up your compile log so we can see what your compiler says.
Posted 14 years ago2009-07-22 22:31:32 UTC Post #270720
Sure thing!

[quote]
** Executing...
** Command: Change Directory
** Parameters: "E:\Spel\Steam\steamapps\*\half-life"

** Executing...
** Command: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLCSG_~1.EXE
** Parameters: "e:\spel\mina maps\ts_wip2"
hlcsg 3.6 x86 (32b) SSE2 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlcsg -----
Command line: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLCSG_~1.EXE "e:\spel\mina maps\ts_wip2"
Entering e:\spel\mina maps\ts_wip2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

Brushes discarded from clipping hulls: 0 (totalling 0 sides)
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)

Checking Wadfiles:

Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\fonts.wad:
Contains 0 used textures, 0.00 percent of map. (3 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\gfx.wad:
Contains 0 used textures, 0.00 percent of map. (7 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\halflife.wad:
Contains 0 used textures, 0.00 percent of map. (3116 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\liquids.wad:
Contains 0 used textures, 0.00 percent of map. (32 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\xeno.wad:
Contains 0 used textures, 0.00 percent of map. (264 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\ts\specialists.wad:
Contains 1 used texture, 50.00 percent of map. (116 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\decals.wad:
Contains 0 used textures, 0.00 percent of map. (222 textures in wad)
Including Wadfile: \program\mapping\hammer editor\tools\shlt\zhlt.wad:
Contains 1 used texture, 50.00 percent of map. (9 textures in wad)
Texture usage is at 0.01 MB (of 32.00 MB max)
0.14 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLBSP_~1.EXE
** Parameters: "e:\spel\mina maps\ts_wip2"
hlbsp 3.6 x86 (32b) SSE2 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlbsp -----
Command line: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLBSP_~1.EXE "e:\spel\mina maps\ts_wip2"

Current hlbsp Settings
Name | Setting | Default
------------------|-------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 328 (0.02 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ (-192, 384, 48)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 216 (0.02 seconds)
SolidBSP [hull 2] 211 (0.02 seconds)
SolidBSP [hull 3] 214 (0.02 seconds)
0.17 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLVIS_~1.EXE
** Parameters: "e:\spel\mina maps\ts_wip2"
hlvis 3.6 x86 (32b) SSE2 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlvis -----
Command line: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLVIS_~1.EXE "e:\spel\mina maps\ts_wip2"
There was a problem compiling the map.
Check the file e:\spel\mina maps\ts_wip2.log for the cause.
--- END hlvis ---

** Executing...
** Command: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLRAD_~1.EXE
** Parameters: "e:\spel\mina maps\ts_wip2"
hlrad 3.6 x86 (32b) SSE2 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlrad -----
Command line: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLRAD_~1.EXE "e:\spel\mina maps\ts_wip2"
There was a problem compiling the map.
Check the file e:\spel\mina maps\ts_wip2.log for the cause.
--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "e:\spel\mina maps\ts_wip2.bsp" "E:\Spel\Steam\steamapps\*\half-life\ts\maps\ts_wip2.bsp"

** Executing...
** Command: Copy File
** Parameters: "e:\spel\mina maps\ts_wip2.pts" "E:\Spel\Steam\steamapps\*\half-life\ts\maps\ts_wip2.pts"
[/quote]

Hope that helps!
Posted 14 years ago2009-07-22 22:53:11 UTC Post #270723
Warning: === LEAK in hull 0 ===
Entity info_player_start @ (-192, 384, 48)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated
You have a leak, which means some part of your map or entities are exposed to the void. When a leak occurs it skips the rad process, which determines the map's lighting. It also skips the vis process which determines what should be visible to the player at any given time. This is the reason for your high amount of lag, as the game is attempting to render everything in the map.

You need to find the leak and seal it, there are a number of different methods for doing so, just do a search of the forums and you should find a lot of similar problems.

hlife_hotdog's comments are still valid as well.
Posted 14 years ago2009-07-22 23:35:48 UTC Post #270725
Thanks! I found it and fixed it!

Also, I didn't know that having a map fullbright made the game lag that much. I thought it could be a fast way to work; having the map fullbright while modelling all the basics of the rooms and such.

When I put lights in the room instead of having it fullbright the FPS went from ~20 to ~60(!)
Posted 14 years ago2009-07-23 07:57:35 UTC Post #270735
It's not the fullbright that does it, it's the leak. When there's a leak, VIS doesn't run, and VIS is what tells the engine what is visible at any time. Without VIS, the whole map draws at the same time, instead of only what's visible. This will make the map run slow.
Penguinboy PenguinboyHaha, I died again!
Posted 14 years ago2009-07-23 08:01:58 UTC Post #270736
Yeah.. It's not a pretty sight. And you often times want to get rid of leaks ASAP. They can quickly ruin your day.
Try making your basic archetecture / room layout on the 16 unit grid, and then add details and stuff later on in the smaller grid sizes.
The more organized you are, and the cleaner your brushwork, the less leaks you're likely to produce.

Other factors contribute to leaks as well

one instance being an entity outside of your map (in the dreaded void)
Tetsu0 Tetsu0Positive Chaos
You must be logged in to post a response.