Should I use displacements sparingly??

Meebas

L1: Registered
Apr 10, 2016
11
1
I'm making a Versus Saxton Hale (VSH) map for a server. My inspiration was a sort of cloth-y, laundry-room type setting with patchwork and ventilation.
I've been using displacements for most of the terrain and I'm afraid that it's too good to be true; aren't displacements heavy on some computers?

So far my map (I'd say this is roughly 1/12-ish done) looks like this. With the proportions of displacements to blocks, would it be bad if I keep using them this much?
 

henke37

aa
Sep 23, 2011
2,075
515
Displacements are rather cheap from what I've read. Just remember that they don't block visibility like normal brushes, so you don't get any freebies there.
 

Meebas

L1: Registered
Apr 10, 2016
11
1
As in, they won't stop leaks? I think it'll be easy to put a shell around the edges to prevent this...
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
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https://developer.valvesoftware.com/wiki/Displacement

Benefits
  • They are rendered in batches, making it very cheap: per polygon face actually cheaper than standard brush geometry!
  • They can be altered using the Paint Geometry tool to sculpt a wide variety of shapes, well beyond what can be created with brushes.
  • An alpha channel for can be painted per-vertex to blend between two textures on the displacement. This can be used to create transitions between dirt and rock, for example.
  • Can be automatically populated with detail props.

Check the first bullet point. As long as you put nodraw brushes beneath the displacements in a way that they cut VIS optimally and seal leaks, you should have no fear to basically use as many displacements as you like.
 

zahndah

professional letter
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Jul 4, 2015
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Note: if you make a wall out of displacements, someone standing behind the wall will still render things behind the wall, so if you have walls inside the map you may want to make those out of brushes so as to not make the whole map loaded for people the whole time.
 

Tumby

aa
May 12, 2013
1,085
1,194
Note: if you make a wall out of displacements, someone standing behind the wall will still render things behind the wall, so if you have walls inside the map you may want to make those out of brushes so as to not make the whole map loaded for people the whole time.
Or, as lambda has said, put a nodraw inside it.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
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you should have no fear to basically use as many displacements as you like.
That is as long as you use low power numbers (2 or 3). Power 4 can quickly result into problems. In many cases power 2 already does enough.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Even then, there arent alot of cases where you realy need power 4. In most cases you can just achieve the same using 4 power 3 displacements. The most common mistake is simply that people just try to get the highest possible detail on a displacement which simply isnt needed. Once people know how and when to use a certain power they will also discover that for a power 4 displacement. As i can remember that on cp_gorge they did use some power 4's
 

Requiesta

L1: Registered
Feb 23, 2016
26
12
Edit:

I once tested displacements with physics objects just out of morbid curiosity and using a 5000 unit bumpy plane I didn't have any trouble until I'd sewn 4 power 4 displacements together. So just don't do that...