Optimizing open maps

Discussion in 'Mapping Questions & Discussion' started by biskuu, May 18, 2016.

  1. biskuu

    biskuu L2: Junior Member

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    Hey, I'm developing a custom gamemode and the maps tend to be really really open and wide.
    For that reason I can barely use any areaportals to gain FPS.
    I am currently using fog and nodraw as my main optimization methods.
    Are there any other methods of optimizing a very open map?
     
  2. Egan

    aa Egan

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    Fades or LODs on expensive props, can see what are expensive props by using the command 'r_drawmodelstatsoverlay 1'. As you say fog, but that + the far-z clip that it gets as well, you could use areaportalwindows to fade sections out from a distance.

    Do you have a screenshot of an example area you'd want optimised?
     
  3. sevin

    aa sevin

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    You're on the right track with the fog and nodraw. I assume you've seen this website already?

    As Egan mentioned, aggressive prop fades will help, but areaportalwindows on every eligible opening in your buildings will probably be a better bet. They will stop rendering more stuff than single prop fades and the effect will generally be less noticeable and more natural looking to the player than props popping in and out.

    I don't know what kind of atmosphere your map has, but if you have some thick fog, z-clipping will help immensely.

    Good hinting can always help. But at the end of the day, open areas are going to be the worst for FPS because of the way visibility works in the Source engine. Open areas can see more stuff than tight spaces, hence more stuff must be rendered. Trim down your open space as much as possible.
     
  4. Pocket

    aa Pocket func_croc

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    You might just have to do what Valve did for the first three MVM maps and keep your detailing kind of sparse. It really does depend on the map, though, and specifically what you mean by "open". Maybe if you showed us some screenshots or something?
     
  5. biskuu

    biskuu L2: Junior Member

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    Thanks for the help everyone, I hadn't thought of fading props :p
     
  6. LadyRaee

    LadyRaee CHEERFULLY SUICIDAL

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    viscluster brush entity can help if you have really big open areas, so giant open spaces are calculated as one vis
     
  7. Requiesta

    Requiesta L1: Registered

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    You can use an occludder if there are some walls in your open map. Just make sure to not use too many and to position them in such a way to cover as much rendering as possible.
     
  8. Psy

    aa Psy The Imp Queen

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    That doesn't help FPS.
     
    • Agree Agree x 2
  9. sevin

    aa sevin

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    It will probably hurt it, in fact. Since visclusters skip visibility calculations within their volumes, the entire volume is treated as one visleaf. So no matter how you look at the viscluster in-game, the entire thing will be rendered. This could actually hurt your FPS depending on how big, where, and what is inside it. It's really just a tool to help make compiles faster.