Sound delay, FPS and optimization

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
Well my make is not well optimized, and i just realised this after i've added a ton of stuff..

Like the title describes sound delay this is what my consoles spams me (its different from which weapon i'm using of course);
BlockingGetDataPointer: Async I/O Force weapons\machete_swing.wav ( 0.64 msec / 0.64 msec total )
346.874711
BlockingGetDataPointer: Async I/O Force weapons\machete_swing.wav ( 0.49 msec / 0.49 msec total )
346.874711
BlockingGetDataPointer: Async I/O Force weapons\machete_swing.wav ( 0.66 msec / 0.64 msec total )
(I can only hear the sounds when i go out of tf2)

Then its the fps.. I am currently getting around 22fps on my map, on the original map i am getting 100fps with all high on settings. Is it any way i can optimize this? I have currently no idea how I optimize.
I have many "secret" rooms outside of the map which may cause the lagg?

Hope anyone here can help me with this

Pardon my bad english and describing..
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
That console spamming sound messages cause FPS to drop massively. Not only in TF2, but basically most of the more recent Source engine games. Playing trough Black Mesa recently, there were areas (particularly with a lot of combat happening with a lot of sounds) where the fps would drop below 1 fps. Instead of sounds taking 0.xx milliseconds to complete, it took them over 40, and not just one, no, basically all of the map's sounds would be delayed like that causing the massive lag spikes as the engine tries to cache/play the sound. When it was done the fps would go up again.

As for optimizing your map: http://www.optimization.interlopers.net
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
But the sound problem happens everywhere on the map, I dont need to shoot or anything. I'm still lagging
Is it any way to fix this?