Ways to fix map lag ? Created 13 years ago2011-09-27 04:42:26 UTC by winds winds

Created 13 years ago2011-09-27 04:42:26 UTC by winds winds

Posted 13 years ago2011-09-27 04:42:53 UTC Post #299466
Hey guys,
Are there any good tutorials or rules you guys can show me relating to ways of increasing fps and such in a map?
I generally don't do anything to help my maps in that area. I basically just create my brushes, add the lighting, compile and hope no one lags haha. The map i'm currently creating is pretty huge and I fear it will cause lag issues (it's also a huge open area :( ).
Anywho, could someone school me or show me some tuts to help me?
Cheers!
Posted 13 years ago2011-09-27 05:19:36 UTC Post #299467
lots of ways. search "optimization" and/or "wpoly" and/or "r_speeds" and other realted for more results, but here a few:

general
-Don't try to build large, open environments, tho there are always exceptions to this rule
-large brushes should be world brushes--not func_wall, illusionary, etc, to block VIS. In short: limit how much any player can see at any given point in the map

specific
-up texture scales(generally above 2.0 is not recommended, but there are of course exceptions). Definitely, DO NOT scale anything below .50 imo
-turn all complex and detail brushwork, i.e. trims, small props, etc to func_wall, or better yet, enclose in a clip brush. (keep your clip brushes to simple shapes like cubes and 4-sided pyramids or tetragons)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-09-27 05:25:59 UTC Post #299469
its for source, but you can get some ideas i hope..

http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro

and here is the other good one:

http://www.slackiller.com/tommy14/rspeeds.htm
Posted 13 years ago2011-09-27 05:45:01 UTC Post #299470
Skals SkalsLevel Designer
Posted 13 years ago2011-09-27 05:49:51 UTC Post #299471
wow those are great stojkens, nice work! =)

platoon: i seriously have never saw that tommy14 optimization tut! HOW COOL.. =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-09-27 09:45:02 UTC Post #299478
yea its hard to find goldsrc tutorials really,
when you search on internet you will find source tutorials every time and its make me crazy
Posted 13 years ago2011-09-27 09:54:43 UTC Post #299479
I was thinking of making a "Big book of optimization", but i have little/to none experience with SKIP/HINT textures.

I think we should gather data from all memebers that know a lot about this topic and refine it into a PDF every one can download.

Also Captain T, thats skals not me xD I did drew those black and orange pics tho.
Stojke StojkeUnreal
Posted 13 years ago2011-09-27 12:51:16 UTC Post #299484
I usually scale up textures for background elements 2 to 4 times, I also use modified compile settings that keep the vis load super tight so it loads only what you see and not in unnecessary large chunks. Use a batch compiler and change the node size on the vis to 64 or 128 and compile on full vis settings. It takes a long time but the benefits are very worth it.
Rimrook RimrookSince 2003
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