help with visibility optimization

Discussion in 'Mapping Questions & Discussion' started by spot_the_spy, Dec 5, 2010.

  1. spot_the_spy

    spot_the_spy L1: Registered

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    I'm working on a modern styled house with big portions of the walls being made of glass and the map is getting big enough to the point where it takes the VVIS to render. so i was wondering what method of optimization to use, i was thinking the transparent glass would cause conflicts.


    http://developer.valvesoftware.com/wiki/Visibility_optimization

    can anyone give any pointers?
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Pics would help us understand your situation, but generally you don't want large pains of glass everywhere allowing players to see a lot of stuff at once.

    Solid walls and geometry is your primary form of optimisation. Well considered corners and wall placement. Then you have your areaportals and hints which both reduce vvis's tendancy to make bad visleaf formations and cull render loads by reducing the rendering of faces in unseen areas of the map. Hints are passive whilst areaportals are active methods of doing so. Hints arn't as significant in tight indoors quarters anymore as areaportals should be placed in most doorways and windows, but deffinately have a place in larger out doors areas.

    Since your map sounds like it's indoors func_visclusters probably wont be of much use, they are primarily for reducing compile times by telling vvis to skip math calculations of certain visibility in x portal leafs, but might have a side effect of more efficient rendering in large open areas in said leafs. I managed to reduce a map's compile time by a third by introducing these babies into 3 of 5 areas of a cp map of mine.

    If you have a lot of windows and similarly sized rooms you might get away with a medium distance but sudden min-max fog setting/max clipping plane. That would at least increase in game performance, although the fog wont do much for compile times the max clipping plane might.

    Occluders wont really help compile times.
     
    Last edited: Dec 5, 2010
  3. spot_the_spy

    spot_the_spy L1: Registered

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    [​IMG]

    those are some hammer shots, i had some nice in game ones with VVIS turned off, but the game was saving shots as .tga's and i wasn't willing to convert them for this topic, unless it's really needed. i do hate the way it looks in the screenies they don't do it justice, the env lighting makes it look super-dope.
     
    Last edited: Dec 5, 2010
  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Protip: don't turn off VVIS; if anything, use it on fast for quick compiles.
    Protip: bind f5 jpeg in console makes TF2 take screenshots as .jpeg's not .tga's.
    Protip: Textured Shaded mode, use it.

    There really is no way of optimising that other than what Grazr said, either fog or some clipping planes.
     
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  5. Terr

    aa Terr Cranky Coder

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    Given how much glass is in there I'm guessing your main bonus is going to be adding horizontal "hint" planes so that the engine can make better calls about not showing things on rooftops the player can't see.
     
  6. spot_the_spy

    spot_the_spy L1: Registered

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    care to elaborate? or do i just make hint boxes that spread over each tier of the house?
     
  7. Terr

    aa Terr Cranky Coder

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