[Optimizing] Need some help

Koei

L4: Comfortable Member
Feb 23, 2008
186
4
Okay guys. I have this huge cave, walls, ceiling, ground, all displacements. Sealed in a nodraw box. Now I'm func_detailing parts of the buildings and I wonder if the I should make walls under the textured walls all the way to the bottom of the nodrawboxthing. Is that better for vvis? Because atm the buildings are floating.

func_detail disabled.

func_detail and showing textures

the displacements
 
Last edited:

Ze Inspector

L1: Registered
Mar 14, 2008
42
0
Wow, that's a lot of displacements. Though I shouldn't imagine its a problem. You also shouldn't need to stretch your walls through your displacements and I'm not really sure the effect that would have for your vis leafs, because it's hard to understand the structure even with a few pics, but I imaging the compile would try and creating more vis leafs which are totally not necessary.

It's also not recommended to make a giant box around your map to seal leaks. If you do have leaks in your main structure (and then box them in like that), the compiler doesn't know that those areas outside the play area of the map yet inside the giant box aren't reachable by players and thus it will try and calculate all the vis leafs from those places which will add tens of thousands of useless calculations. Going through and carefully sealing your map will greatly improve both compile times and performance.

Lastly, if your concerned about performance I recommend loading your map in the game and running +showbudget in the console. It will give you a nice readout of engine performance which will help you narrow in on trouble areas.
 

Koei

L4: Comfortable Member
Feb 23, 2008
186
4
I got 200 fps running around in it (with props in there) without even letting vvis run ;). But I'm not using the giantbox technique, just for this part. How the hell do I neatly seal displacements on 6 sides ;) (what you see on the picture is about half of the room). Current skybox is giantbox, but that's just temporary. I could remove it and use 2 brushes to block the last 2 leaks (aka doorways to the outside world that has yet to be build), but I'm lazy :p

But schmitz already told me I should make nodraw walls below the buildings just to make it easier for vvis :).
 

BurninWater

L1: Registered
Mar 11, 2008
27
0
if the brushes are alligned just use a few nodraw blocks and box it in, same as valve does and it works just fine whitout causing (to much) problems for vvis

as for the displacements they just need to be sealed on the side where you are looking into it no point sealing the other stuff because ya can cut the other faces of not 100% sure how to do that tho but i am sure someone in the chat would know
 

Koei

L4: Comfortable Member
Feb 23, 2008
186
4
Displacements don't seal maps. I don't have anything behind the displacements in terms of architecture. So I need to seal it this way. Maybe on my final release I can remove some of it, but that wouldn't be more then 20% of what it is now.