[Unsolved] Low fps on my map

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Gandalf

L1: Registered
May 15, 2017
19
0
Hello there! First of all, I had to say that my english isn't perferct, so excuse me.

Here's my problem: Im editing a map (A Valve map. Yes, i know that's a bad idea compile a decompiled map). The map is mvm_coaltown. Im trying to make that map into a payload map (long story). The gamemode is ready, but (As the title says) the big issue is: The optimization.

The original map runs me about 100 fps (without doing nothing), and my map is about 60 fps (same situation). With some optimization (remake areaportals, areaportalwindows, some func_details, a lot of vis_clusters), run about 80 fps.

Here are some pictures that i consider need's to be optimized:

http://imgur.com/a/eDDfn

In the next message i will attach the compile log on HDR Full compile -final (slow!)
 

Gandalf

L1: Registered
May 15, 2017
19
0
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4"

Valve Software - vbsp.exe (Feb 17 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_coaltown_vidya_a4/coalmines/blendgroundtograss_coalmines2_wvt_patch
Patching WVT material: maps/pl_coaltown_vidya_a4/coalmines/blendgroundtograss_coalmines_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 412 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (617009 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3324 texinfos to 2028
Reduced 99 texdatas to 96 (2328 bytes to 2258)
Writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
Wrote ZIP buffer, estimated size 3812, actual size 2928
8 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\****\matias\****\mapas\pl_coaltown_vidya\pl_coaltown_vidya_a4"

Valve Software - vvis.exe (Feb 17 2017)
4 threads
reading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
reading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.prt
415 portalclusters
1781 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (137)
Optimized: 393 visible clusters (0.32%)
Total clusters visible: 123172
Average clusters visible: 296
Building PAS...
Average clusters audible: 413
visdatasize:45656 compressed from 46480
writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
2 minutes, 17 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -staticproppolys -textureshadows -staticproplighting -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4"

Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
Setting up ray-trace acceleration structure... Done (17.75 seconds)
4951 faces
1 degenerate faces
1630023 square feet [234723328.00 square inches]
386 Displacements
309926 Square Feet [44629432.00 Square Inches]
4950 patches before subdivision
96526 patches after subdivision
sun extent from map=0.008727
light has _fifty_percent_distance of 700.000000 but _zero_percent_distance of 0.000000
86 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (555)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (47)
transfers 7353173, max 873
transfer lists: 56.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(434170, 277035, 167765)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(44284, 18923, 8600)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4899, 1484, 512)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(735, 155, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(115, 19, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(23, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0446 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (29)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 1613/8192 19356/98304 (19.7%)
brushsides 11370/65536 90960/524288 (17.3%)
planes 5912/65536 118240/1310720 ( 9.0%)
vertexes 9904/65536 118848/786432 (15.1%)
nodes 2212/65536 70784/2097152 ( 3.4%)
texinfos 2028/12288 146016/884736 (16.5%)
texdata 96/2048 3072/65536 ( 4.7%)
dispinfos 386/0 67936/0 ( 0.0%)
disp_verts 10714/0 214280/0 ( 0.0%)
disp_tris 14176/0 28352/0 ( 0.0%)
disp_lmsamples 955672/0 955672/0 ( 0.0%)
faces 4951/65536 277256/3670016 ( 7.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3880/65536 217280/3670016 ( 5.9%)
leaves 2273/65536 72736/2097152 ( 3.5%)
leaffaces 5772/65536 11544/131072 ( 8.8%)
leafbrushes 3739/65536 7478/131072 ( 5.7%)
areas 10/256 80/2048 ( 3.9%)
surfedges 40597/512000 162388/2048000 ( 7.9%)
edges 26162/256000 104648/1024000 (10.2%)
LDR worldlights 86/8192 7568/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 687/32768 6870/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14331/65536 28662/131072 (21.9%)
cubemapsamples 34/1024 544/16384 ( 3.3%)
overlays 71/512 24992/180224 (13.9%)
LDR lightdata [variable] 6530568/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 45656/16777216 ( 0.3%)
entdata [variable] 110969/393216 (28.2%)
LDR ambient table 2273/65536 9092/262144 ( 3.5%)
HDR ambient table 2273/65536 9092/262144 ( 3.5%)
LDR leaf ambient 13818/65536 386904/1835008 (21.1%)
HDR leaf ambient 2273/65536 63644/1835008 ( 3.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/51258 ( 0.0%)
pakfile [variable] 2078420/0 ( 0.0%)
physics [variable] 617009/4194304 (14.7%)
physics terrain [variable] 65372/1048576 ( 6.2%)

Level flags = 1

Total triangle count: 14966
Writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
11 minutes, 10 seconds elapsed
Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
Setting up ray-trace acceleration structure... Done (16.72 seconds)
4951 faces
1 degenerate faces
1630023 square feet [234723328.00 square inches]
386 Displacements
309926 Square Feet [44629432.00 Square Inches]
4950 patches before subdivision
96526 patches after subdivision
sun extent from map=0.008727
light has _fifty_percent_distance of 700.000000 but _zero_percent_distance of 0.000000
86 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (495)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (46)
transfers 7353173, max 873
transfer lists: 56.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(434170, 277035, 167765)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(44284, 18923, 8600)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4899, 1484, 512)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(735, 155, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(115, 19, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(23, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0485 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (29)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 1613/8192 19356/98304 (19.7%)
brushsides 11370/65536 90960/524288 (17.3%)
planes 5912/65536 118240/1310720 ( 9.0%)
vertexes 9904/65536 118848/786432 (15.1%)
nodes 2212/65536 70784/2097152 ( 3.4%)
texinfos 2028/12288 146016/884736 (16.5%)
texdata 96/2048 3072/65536 ( 4.7%)
dispinfos 386/0 67936/0 ( 0.0%)
disp_verts 10714/0 214280/0 ( 0.0%)
disp_tris 14176/0 28352/0 ( 0.0%)
disp_lmsamples 955672/0 955672/0 ( 0.0%)
faces 4951/65536 277256/3670016 ( 7.6%)
hdr faces 4951/65536 277256/3670016 ( 7.6%)
origfaces 3880/65536 217280/3670016 ( 5.9%)
leaves 2273/65536 72736/2097152 ( 3.5%)
leaffaces 5772/65536 11544/131072 ( 8.8%)
leafbrushes 3739/65536 7478/131072 ( 5.7%)
areas 10/256 80/2048 ( 3.9%)
surfedges 40597/512000 162388/2048000 ( 7.9%)
edges 26162/256000 104648/1024000 (10.2%)
LDR worldlights 86/8192 7568/720896 ( 1.0%)
HDR worldlights 86/8192 7568/720896 ( 1.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 687/32768 6870/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14331/65536 28662/131072 (21.9%)
cubemapsamples 34/1024 544/16384 ( 3.3%)
overlays 71/512 24992/180224 (13.9%)
LDR lightdata [variable] 6530568/0 ( 0.0%)
HDR lightdata [variable] 6530568/0 ( 0.0%)
visdata [variable] 45656/16777216 ( 0.3%)
entdata [variable] 110969/393216 (28.2%)
LDR ambient table 2273/65536 9092/262144 ( 3.5%)
HDR ambient table 2273/65536 9092/262144 ( 3.5%)
LDR leaf ambient 13818/65536 386904/1835008 (21.1%)
HDR leaf ambient 13818/65536 386904/1835008 (21.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/51258 ( 0.0%)
pakfile [variable] 4157672/0 ( 0.0%)
physics [variable] 617009/4194304 (14.7%)
physics terrain [variable] 65372/1048576 ( 6.2%)

Level flags = 3

Total triangle count: 14966
Writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
10 minutes, 7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_coaltown_vidya_a4.bsp"
 
Last edited:

Freyja

aa
Jul 31, 2009
2,994
5,813
There's nothing wrong with your compile log.

However, visclusters are compile time optimisation. They make your game run worse. They exist (almost entirely) only to speed up compiles. If you want better performance start by removing those.
 

Gandalf

L1: Registered
May 15, 2017
19
0
Thanks for the reply! I have used the visclusters for reduce the compile time (wich without visclusters, is around 15 hours, because for the massive amount of portals). I still have the problem of reduce the numbers of portals (I don't know if that is the problem to the low performance). Also, the decompiler miss a lot of func_details. Most of them are done, but there's a lot of world brushes that need to be func_details (and Im not pretty sure what needs to be a func_detail too).
 

Gandalf

L1: Registered
May 15, 2017
19
0
I think it was the decompiler (I know its not perfect, lot of things are lost). As i say, I remade the areaportals, areaportalwindows, func_details, etc. But the map still have poor fps (maybe for the amount of portals, i don't know).
 

[Soap] SteelCroix

L1: Registered
Apr 2, 2017
28
1
I think it was the decompiler (I know its not perfect, lot of things are lost). As i say, I remade the areaportals, areaportalwindows, func_details, etc. But the map still have poor fps (maybe for the amount of portals, i don't know).

Most Likely
 

Gandalf

L1: Registered
May 15, 2017
19
0
The thing is that is a edit from a existing map. I dont want to edit his essence too much, just increse the fps.
 

henke37

aa
Sep 23, 2011
2,075
515
Try this: Load up the map in game. Switch on wireframe rendering. Go to a trouble area. Take a screenshot. Now load up the unedited map and teleport to the exact same position and angle. Take another screenshot.

If you compare the screenshots you should see that the original map has way less geometry being rendered.
 

Gandalf

L1: Registered
May 15, 2017
19
0
Try this: Load up the map in game. Switch on wireframe rendering. Go to a trouble area. Take a screenshot. Now load up the unedited map and teleport to the exact same position and angle. Take another screenshot.

If you compare the screenshots you should see that the original map has way less geometry being rendered.

I will try that. But i think the big problem are the portals. You can see the trouble areas in the photos (portals).

You didn't turn on fast vis after your first compile did you?

I personally only use fast vis for check if the gamemode works well. Generally, i use vis on normal/full.
 

Gandalf

L1: Registered
May 15, 2017
19
0
Try this: Load up the map in game. Switch on wireframe rendering. Go to a trouble area. Take a screenshot. Now load up the unedited map and teleport to the exact same position and angle. Take another screenshot.

If you compare the screenshots you should see that the original map has way less geometry being rendered.

Okay. So, i compared the 2 maps, and yes, there are more geometry being rendered in my map that in the original. I assume that some hint/skip brushes are broken. So, I need to rebuild all brushes? Or the problem could be other?
 
Oct 6, 2008
1,947
445
hint/skip brushes, if not done right can add in a lot of problems