Help with optimization Created 10 years ago2013-12-14 17:06:38 UTC by Commandeer Commandeer

Created 10 years ago2013-12-14 17:06:38 UTC by Commandeer Commandeer

Posted 10 years ago2013-12-14 17:07:43 UTC Post #317118
I recently made this deathrun map and it was just played on a public server for the first time. As I expected there was some performance issues with the map resulting in fps drops for some players when the server was full.

I'm not completely familiar with all the optimization methods but I do know something about the usage of skybox, null and func_detail for example. I tried to optimize this map the best I know but seems I failed miserably. Since I've already nulled out pretty much all I can and used func_detail on every spot I saw necessary, what would be the next optimization methods for this map ?

Screenshots from hammer: http://imgur.com/a/1FgUx#0

Map in GB: http://cs.gamebanana.com/maps/177745

What would you recommend to try optimize next ?
Posted 10 years ago2013-12-15 02:16:01 UTC Post #317124
Hint Brushes

Seems like it could do the trick.

EDIT: Plus an interesting supplement to the above, linked in the tutorial, but if you're like me you might skip right over it.
http://home.comcast.net/~ninjagrinch/pyramidhint.htm
Jessie JessieTrans Rights <3
Posted 10 years ago2013-12-15 09:44:46 UTC Post #317125
The map is very open, i think hint wont help much or at all where it needs to.
He needs to reduce cuts and splits of solids.
Possibly with func_detal/func_wall and stretched textures.
Stojke StojkeUnreal
Posted 10 years ago2013-12-15 14:18:12 UTC Post #317127
Shorter render distance? Tighter node sizes and more precise vis rendering? The way the map is set up, it shouldn't be that difficult. You could always put it in the problem maps vault as seen what we can do with it. I'd give it a go.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-15 21:15:50 UTC Post #317129
Well, I did many open maps and had lots of problems with them too.
There aren't many things to do to prevent overloads, IMHO.
-The first and obvious is sv_zmax. Nuff said.
-The second one (which saved me recently) MAY come very handy - the "maxdistance" parameter of hlvis (or hlbsp.. or whatever :) ). It GREATLY helps reducing amount of visible nodes (often behind walls, or barely visible). While the compiler normally refused to cut out some distant rooms (even around bends), this option, in certain places, saved me almost 10 to 30 FPS!! I see you actually have some divided spaces on your map, so it may help.
Cutting out distant/invisible entities (including players) is far more desirable than struggling over map's polycount. Especially in multiplayer games. Good luck!
Posted 10 years ago2013-12-17 09:29:48 UTC Post #317150
I thought about using hint brushes, but because I'm such a rookie on using them I honestly have no clue where I should place them on this map.

That shorter render distance could actually really help on this one, didn't even think about that I just always use the maximum distance. I might give it a go and see what happens.

I guess func_walls/func_details would be one of the best solutions since I believe it's mostly the cliffs that are causing the fps drops. If I fail to optimize this in any way I will post the map and wad here if someone could help me after that.
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