Skybox performance question Created 16 years ago2008-01-05 13:02:57 UTC by R1Co R1Co

Created 16 years ago2008-01-05 13:02:57 UTC by R1Co R1Co

Posted 16 years ago2008-01-05 13:02:57 UTC Post #242654
I'm building a map with a high tower in it from where you can look over the whole map. I guess this is bad for performance but I want to try it anyway. Also since I will be using vertical hint brushes above all areas I guess the performance will only suffer when you're on the tower, right?

Still I have large empty space above all areas. I can't split the skybox into different smaller areas because you wouldn't be able to snipe a position seen from the tower that is in another area.

Would it be better to have the skybox brushes tiltet to the tower, so they will start at the boundaries of the map and end a bit above the highest point you can get to? This would make the skybox smaller but the visleafs would have some diagonal faces. Which way is better for compiling? Diagonal but medium size or rectangular but huge?

Also, are diaginal skybox faces are problematic when building a 3D skybox?
Posted 16 years ago2008-01-07 12:05:30 UTC Post #242863
If nobody knows I might simply test it by building two skybox types for my "final" map. What is the best way to measure performance in source?

I know how to display fps, but I don't think I will see a lot difference because I own a wtfomfgownage machine. ;)
Posted 16 years ago2008-01-08 09:32:51 UTC Post #242946
Thanx! Showbudget might be what I was looking for. Also "cl_showfps 2" which stores lowest and highest framerate.
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