Fluorescent flicker - the good old probl Created 11 years ago2012-11-25 16:51:13 UTC by 23-down 23-down

Created 11 years ago2012-11-25 16:51:13 UTC by 23-down 23-down

Posted 11 years ago2012-11-25 16:51:13 UTC Post #311150
Hi people while there has been numerous topic in the past about this issue I still got some questions regarding the same topic.

I'm using Fluorescent flickering lights in my map and I noticed a massive FPS drop. While it is still good for my machine others have complained that it becomes unplayable for their wooden machines.

Now to my actual question. Are there any ways to avoid the lag caused by those lights. Does any of you know about some good optimization tricks? I mean the effect itself it great and I really don't wanna go without it as it adds great towards improving the game atmosphere.

In other topics here on twhl people simply deleted them. I hope I wont have to do the same. Ideas?
Posted 11 years ago2012-11-25 20:00:17 UTC Post #311153
I have literally never heard of FPS drops because of flickering lights...

Then again, I avoid entity lighting like the plague because they look awful in GoldSource.
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-11-25 21:29:09 UTC Post #311157
Well I could also go with texture lights but damn that's a pain in the ass creating tons of multi managers to come up with the same result while having the entity choice. Still I guess I will have to do it like that unless somebody comes up with a solution.

You can test it out yourself. Place one flickering light in your complex maps and see if you notice a before and after difference.
Posted 11 years ago2012-11-25 21:52:26 UTC Post #311159
Only thing i can think to try is change any complex shapes in the area to func_wall, and maybe the shadows will be cheaper for the engine to render than a world brush?

Also, a general brightening of the entire area might help, as i remember someone saying the brighter the level is the faster the fps?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-11-26 02:38:15 UTC Post #311165
Very interesting news.. I just switched from shlt3.9 to vhlt2.9 compilers and it appears as the lag of Fluorescent flickering lights vanished. I'm happy now. Each one of you still using the old compilers should probably switch to it.

It compiles a lot faster and provides better quality plus more mapping options.
Posted 11 years ago2012-11-28 01:39:15 UTC Post #311219
vhlt rocks..
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