trouble with optimization with my map skyfortress

Billo

aa
Feb 8, 2016
921
405
so first of all thanks a lot guys for your feedback support and special thanks to crowbar for giving me a ton of help!
so for the past month or 2 i am working on the aplha version of skyfortress. that map is going pretty good i made a ton of changes thanks to the feedback but there is one thing that must be fixed and i am not so sure how i tried some different methods to fix it like adding hint and nodraw to reduce the lag and have better fps.
the thing is ,you can understand a lot better what is going on to the last point of the map.in some areas the fps are ok but in others go below 20! and thats a huge problem. the cause is that it renders the first point with all its buildings and props. you can see the map here : https://tf2maps.net/downloads/pl_skyfortress.2961/
i would be very happy and greatful if i found a way to reduce lag and have fps above 30 for a more enjoyable gameplay. if you have any suggestions or ways to fix the map feel free to tell me down below , i would be very happy to see your suggestions ! thanks again
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
Not everything. Your map can be a true mess but compile just alright - and interlopers won't do.

Edit: I must also say that complaining about fps going below 20! might be appropriate in like a hundred years, if quantum stuff even lets us make computers so fast. Disregard, it's a maths joke.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Not everything. Your map can be a true mess but compile just alright - and interlopers won't do.

Edit: I must also say that complaining about fps going below 20! might be appropriate in like a hundred years, if quantum stuff even lets us make computers so fast. Disregard, it's a maths joke.
That link is the best explanation of optimization I know of, of course it'll do.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
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Basically whole map renders always. I'm pretty sure your skybox is just one giant cube so that's first thing to fix. After that, try to separate areas with areaportals (every connection between two areas must be areaportaled)
 
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Crowbar

aa
Dec 19, 2015
1,455
1,298
Hey I've seen the VMF, know what I'm talking about and have been trying to convince that the way to fix the problem is a start from scratch. Reviving it as it is would take by far more time and effort. I am going to be helping when I can.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
Not everything. Your map can be a true mess but compile just alright - and interlopers won't do.

Edit: I must also say that complaining about fps going below 20! might be appropriate in like a hundred years, if quantum stuff even lets us make computers so fast. Disregard, it's a maths joke.

Wait, is this 1990? 20FPS is acceptable?
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
I've watched this video many times. It is a long one, but a very useful one. It gives you many examples where optimizing is useful, and I think the things you should look after in this video that will help your map the most are: properly skyboxing the map and using area portals to seal off rooms in your map. Note that nodrawing surfaces doesn't really help fps, but more decreases the file size as lightmaps are not generated on them.

View: https://www.youtube.com/watch?v=swBfUW-Bsxs
 

Billo

aa
Feb 8, 2016
921
405
thanks for the help i tried though but in the most situations the game crashes and says numerous area portals. i will try though thanks again all of you
 

Crash

func_nerd
aa
Mar 1, 2010
3,346
5,520
Not everything. Your map can be a true mess but compile just alright - and interlopers won't do.

In case you misread, based on your reply, that's a link to the optimization guide, not the error checker. The optimization guide is basically the bible for this stuff.
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
Oh well, that's where strong associations lead you. Thanks!
(Actually that guide much proves my another post)
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
How do you end up with optimization this bad? Even without any areaportals, basic BSP should be taking care of this unless the entire map has been converted to func_detail or there's a leak preventing VVIS from running at all.
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
How do you end up with optimization this bad? Even without any areaportals, basic BSP should be taking care of this unless the entire map has been converted to func_detail or there's a leak preventing VVIS from running at all.

Unfortunate leaf cuts can lead to some really nasty vis lines that shouldn't really exist. For example:

yeHJArs.jpg


All three engineers will render everything inside the purple region (sightlines shown in red). Large visleafs in general can cause lots of issues like this, even when they're cut every 1024 units. I've seen some maps where hint brushes are used just to subdivide a large outdoor space into a lot of small visleafs that areaportals that culled more aggressively (which will boost the vvis time, but for a better runtime).
 

Billo

aa
Feb 8, 2016
921
405
guys thanks for your support!
i almost fixed the issue and the map is going pretty good actually! thanks again
 

Crowbar

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Dec 19, 2015
1,455
1,298
The map has got quite a few places where what should be world is func_detail, and vice versa, sometimes very weird, and it can create all sorts of visibility leaking.