displacements vs brushes question

Discussion in 'Mapping Questions & Discussion' started by 007, Mar 23, 2010.

  1. 007

    007 Banned

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    So I got a lot of big brushes that are round and have corners and I was wondering, would it be better, performance wise, to have them as brushes, func_detailed or turn them into displacements power of 2 ?
     
  2. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    Displacements aren't rendered in vvis anyway, it would be more economical to have these round brushes as Displacements.
     
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  3. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    But you have to make sure that you have it closed off behind them if they are the outside of a map or blocking sight. As when they are rendered it's as if they are invisible to the.. the... whats the word I'm looking for... invisible to the Line of Sight thingy where what you see can be rendered.
     
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  4. 007

    007 Banned

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    Like I have all these tall pillars and 180 brushes, nothing is behind them so they dont block things from being rendered or anything since they are func_detailed thats why I thought turning them into displacements would improve the performance.
     
  5. The Political Gamer

    aa The Political Gamer

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    Never ever func_detail your displacements it really fucks up your map.
     
  6. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    No no no no, I think was he was saying is right now the pillars are func_detailed but he can UN-func_detail them and make them into displacements and get better map performance out of them. Which is true and also you can make them not exactly circle and give them that time bit of real life wave to em if need be as well. =)
     
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  7. The Political Gamer

    aa The Political Gamer

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    Ah, my bad. :V
     
  8. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Displacements do lighting differently so you won't be able to lightmap optimize them. They'll also be harder to edit.
     
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  9. Sel

    Sel Banned

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    Someone please explain to me how increasing your triangle count 4(+?) fold is a better idea.

    Don't give me just, oh it renders in batches, I already know that, and it doesn't answer the question for shit.
     
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    Last edited: Mar 24, 2010
  10. Cynick

    Cynick L4: Comfortable Member

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    It probably depends on how he's rounding the corners...if he's making a ton of little brushes, it might just be better to displace it--the lighting will probably look better without 9001 little individual faces being lit.
     
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  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    It's to do with how the displacement data gets pulled from your memory cache when ingame.

    When a model gets rendered its vertex mesh gets stored and pulled again for other versions of itself. This saves memory in general, but it's also because it's vertex based and so its related data is equated differently (its properties are stored and retrieved more efficiently i guess). The same savings that occur for the model and its vertex mesh apply to a displacement. Although, of course, it's a little different because models can be copy/pasted etc increasing the efficiency of using that particular model every time it's used. Having other additional benefits and draw backs of their own. You also have other things to consider such as lightmaps, vertex density/count and subsequent collision data.

    a func_detail's purpose is mainly to prevent/reduce the impact of solid geometry on things like vvis, visleafs and decrease compile times/make compiles more efficient, and ingame rendering more efficient through preventing unnecassery cutting of faces etc. Since the presence of "world geometry" is fairly destructive to anything it touches. Including func_detail's touching other func_detail's (as they are only "fake" entities, they still cause water indices).

    At least.. this is the lamest of terms i can put it in.
     
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    Last edited: Mar 24, 2010
  12. 007

    007 Banned

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    since I dont want to create a new thread for a diff question I have. Im making a ctf map with death pits. how can I make the intel return back to the intel room if it falls down the death pit. I dont want to wait for the intel to go back to the intel room if it falls down there, is there away to make it that once someone dies holding the intel from falling down the death pit, the intel immediately returns back to the intel room.
     
  13. Psy

    aa Psy The Imp Queen

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    Nonsense. Displacements use lightmaps too.
     
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  14. Terr

    aa Terr Cranky Coder

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    For the "death pit" example you probably want func_respawnflag . If you can't see it as a brush entity, make sure you have the updated FGD.
     
  15. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    No Psy, I'm fairly sure they don't. Have you ever tried to change the lightmap on a displacement?
    They do it per-vertex as far as I know.
     
  16. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    In HL2 Valve use a lightmap scale of 64 on the beach displacements on the coast/highway missions. Check out the sdk_content vmf's. I'm not sure why they would bother changing the lightmap scales if it didn't do anything.

    Although, the engine has been updated for the Orange Box and i guess it makes sense that displacements might have light worked out vertexly. I think i remember YM saying something about displacements having standard lightmap scales...

    I guess one would have to research this to find out for sure.
     
    Last edited: Mar 26, 2010
  17. Psy

    aa Psy The Imp Queen

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    Lightmaps are similar to textures but instead of pixels, you have luxels. So generally it's a good idea to stick to powers of 2.