The power of func_detail

Ace

L3: Member
Feb 15, 2008
112
9
I just wantwed to make this post, cause there always seem to people asking how to increase fps and decrease compile times.
I just have an example of good an bad using only func_detail

Before:
6217.jpg


After:
178.jpg



After func_detail-ing all of the 'details' the number of numportals went down from 6217 to 178.
Thats over a 34x time decrease, imagine the gains.
Main improvement is the compile time as this is exponential (or similar). The later was a matter of second whereas the first would be at least 20hrs (I did not leave it fully only enough to work out the number of portals).
This was a single room (with approx 600 brushes), so just imagine the gains over a whole map!
 

dookiebot

L1: Registered
Mar 20, 2008
36
3
Don't be too proud of this technilogical terror you've constructed. The ability to reduced numportals is insignificant next to the power of the force.


Seriously though- good illustration.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
Don't be too proud of this technilogical terror you've constructed. The ability to reduced numportals is insignificant next to the power of the force.

Haha, thats awesome.

func_details are awesome, I used them lots, great for putting extra detail into maps.

Nice thread, it explains the concept well.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You'll want walls to seperate your map up though. You don't want to render the entire map all at once. Save func_details to details only. I hear people discussing how that theoretically making an entire map func_detail (or even as a prop) would mean one big fps/compile gain. But it doesn't work like that.

A good demonstration of what is to be gained by considerate use of the func_detail entity though.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Open any of valves maps, turn off displacements, tool textures, and func_details.

You cannot figure out anything in the map anymore, because so much is detailed and displaced, etc.