AARGH *pulls out hair*

Discussion in 'Mapping Questions & Discussion' started by benmols, Oct 10, 2008.

  1. benmols

    benmols L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    Okay Guys, i officialy hate Visleafs and all things associated with them. I dunno wether it is because im a noob or not, but ive read every tutorial on Hints and Visleafs but I cant optimise my map for the life of me. My map runs nice and smooth in areas but when I look into the center of the map (Which is a big area: Youtube vid: http://www.youtube.com/watch?v=jKUxT7mAHkI ) FPS drops to about 40-50fps (from about 150). This map is running on a server with 12 players on each side, the FPS drop is reely noticeable, but still playable. Is there anyway i can optimize FPS other than bloody Visleafs! I have nodrawed all texture that players cant see, everything that can be func_detail is (I think!). Ill admit some things "behind the scenes" are a bit messy with the map RE: overlapping textures and blocks.

    If anybody would like a .vmf of the map to delve deeper into it, then please do ask!

    p.s. I am not normaly a source engine mapper! Usualy map for cs1.6 and others.... just getting to grips with things with my first TF2 map!
     
  2. teddyruxpin

    teddyruxpin Sr. Hygiene Technician

    Messages:
    83
    Positive Ratings:
    26
    Long shot here....

    What kind of lights are you using that are just outside of the teams spawns. It appears to be a large room like a garage. Your video seems to shutter when you look up at them. I would suggest you look them over and see if there is a different type of light that will give you the same affect but not lag out your map. IIRC dynamic lights will cause lag similar to that and they can be fixed by switching to static.

    -Teddy
     
  3. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    sv_cheats 1
    +showbudget
    post pic.
     
  4. Cameron:D

    Cameron:D L6: Sharp Member

    Messages:
    363
    Positive Ratings:
    146
    what?!?? drops to 50fps, lol. I get 25fps on a good day
     
  5. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    I have 300 fps in hl2.
     
  6. Cameron:D

    Cameron:D L6: Sharp Member

    Messages:
    363
    Positive Ratings:
    146
    Yeah, well you don't have a 64mb GForce4 :D
     
  7. Zeewier

    Zeewier L9: Fashionable Member

    Messages:
    619
    Positive Ratings:
    130
    300fps on 1280x1024 @ full settings (including hidden ones) full AA in windowed mode on tf2 here :p (ok I admit, i dont have 300 on hydro)

    On topic: Also normal (static) lights with names are dynamic lights!
    If you haven't read this yet, read it:
    http://www.student.ru.nl/rvanhoorn/optimization.php
     
  8. Psyphil

    Psyphil L3: Member

    Messages:
    125
    Positive Ratings:
    30
    are you using arepaortals? those are great for optimization
     
  9. benmols

    benmols L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    Okay i suppose i should explain in a bit more detail. I have not added any hints or anything to do with Visleafs into the map now because I cant compile my map fully even when ive added hints, VIS always gets stuck compiling for HOURS on end... it only works with VIS set to Fast. So my map is rendering EVERYTHING in the map. Which is obviously why my FPS drops when i look into the center of the map.

    Basicaly what im trying to say is that i dont have a clue how to set up my own Visleafs...

    Z33W13R: I did try looking at my lights and sorting them out and there was definatly an improvment thankyou.


    FaTony :
    [​IMG]

    Dynamic Light Rendering is HIGH in places.
     
  10. benmols

    benmols L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    p.s. I am uploading the .vmf incase anybody wants to take a look at my messy mapping.
     
  11. Zeewier

    Zeewier L9: Fashionable Member

    Messages:
    619
    Positive Ratings:
    130
    do the lights have names? If so make them nameless! (only reason I can think of why there is that much dynamic light rendering needed)
     
  12. benmols

    benmols L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    yeah some of them were named, but they arnt anymore. only a slight difference but it helped.
     
  13. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    You need to func_detail everything that is not a wall, ceiling, floor or world-sealing brush. Your vvis should not take more than 4 minutes.
     
  14. benmols

    benmols L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    Mangy i have done that with everything I can. Its definatly not the problem. I have investigated a bit more now. And its definatly something to do with my lights.
     
    Last edited: Oct 12, 2008
  15. Zeewier

    Zeewier L9: Fashionable Member

    Messages:
    619
    Positive Ratings:
    130
    what type of light do you use? (and settings)
     
  16. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    Make all your light_dynamic's a light's
     
  17. benmols

    benmols L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    I only have lights, light_spot and light_environment... im checking over them all now. making sure they are shining too far etc...
     
  18. benmols

    benmols L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    Okay, the lights are not effecting the FPS as much as i thought... i have changed all my lighting, fps > aesthetics. BUT, the fps problem was still the same. So i removed the detail from the top of the buildings. And fps has improved by 20fps. So the problem must be related to Visleafs. basicaly im just going to keep my map in beta with less detail, untill i teach myself how to sort out my Visleafs, because they still baffle me.
     
  19. Altaco

    Altaco L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    121
    Try compiling your map with only vbsp enabled, then go to map>load portalfile. Visleaves will be outlined in blue, see if they're really nasty anywhere, figure out what's causing them and make it func_detail.
     
  20. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

    Messages:
    1,461
    Positive Ratings:
    236
    what should I be looking at when using that screen shot above?