The power of func_detail

Discussion in 'Mapping Questions & Discussion' started by Ace, Jun 13, 2008.

  1. Ace

    Ace L3: Member

    Messages:
    112
    Positive Ratings:
    9
    I just wantwed to make this post, cause there always seem to people asking how to increase fps and decrease compile times.
    I just have an example of good an bad using only func_detail

    Before:
    [​IMG]

    After:
    [​IMG]


    After func_detail-ing all of the 'details' the number of numportals went down from 6217 to 178.
    Thats over a 34x time decrease, imagine the gains.
    Main improvement is the compile time as this is exponential (or similar). The later was a matter of second whereas the first would be at least 20hrs (I did not leave it fully only enough to work out the number of portals).
    This was a single room (with approx 600 brushes), so just imagine the gains over a whole map!
     
    • Thanks Thanks x 3
  2. dookiebot

    dookiebot L1: Registered

    Messages:
    36
    Positive Ratings:
    3
    Don't be too proud of this technilogical terror you've constructed. The ability to reduced numportals is insignificant next to the power of the force.


    Seriously though- good illustration.
     
  3. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

    Messages:
    234
    Positive Ratings:
    52
    Haha, thats awesome.

    func_details are awesome, I used them lots, great for putting extra detail into maps.

    Nice thread, it explains the concept well.
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    You'll want walls to seperate your map up though. You don't want to render the entire map all at once. Save func_details to details only. I hear people discussing how that theoretically making an entire map func_detail (or even as a prop) would mean one big fps/compile gain. But it doesn't work like that.

    A good demonstration of what is to be gained by considerate use of the func_detail entity though.
     
  5. Lord Ned

    Lord Ned L7: Fancy Member

    Messages:
    421
    Positive Ratings:
    174
    Open any of valves maps, turn off displacements, tool textures, and func_details.

    You cannot figure out anything in the map anymore, because so much is detailed and displaced, etc.
     
  6. Charlie =[RHIT]=

    Charlie =[RHIT]= L1: Registered

    Messages:
    7
    Positive Ratings:
    1
    If you're hiding everything with tool textures, you might be hiding every brush that has a nodraw face on it.
     
    • Thanks Thanks x 1