trouble with optimization with my map skyfortress

Discussion in 'Mapping Questions & Discussion' started by basilhs333, Feb 6, 2017.

  1. basilhs333

    basilhs333 L8: Fancy Shmancy Member

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    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
     
  2. sooshey

    aa sooshey :3c

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  3. Crowbar

    aa Crowbar perfektoberfest

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    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.
     
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  4. sooshey

    aa sooshey :3c

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    That link is the best explanation of optimization I know of, of course it'll do.
     
  5. Hyperion

    aa Hyperion L16: Grid Member

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    20170206222757_1.jpg 20170206222804_1.jpg
    20170206222819_1.jpg 20170206222821_1.jpg
    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)
     
    Last edited: Feb 7, 2017
  6. Crowbar

    aa Crowbar perfektoberfest

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    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.
     
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  7. Sergis

    aa Sergis L666: ])oo]v[

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    pls go

    with just a few lil layout tweaks map is perfectly salvageable
     
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  8. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Wait, is this 1990? 20FPS is acceptable?
     
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  9. Nicky

    aa Nicky Lets try something new!

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    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
     
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  10. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Honestly putting areaportals in every doorway would probably make half your map not render when it's not meant to.
     
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  11. basilhs333

    basilhs333 L8: Fancy Shmancy Member

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    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
     
  12. Crash

    aa Crash func_nerd

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    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.
     
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  13. Crowbar

    aa Crowbar perfektoberfest

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    Oh well, that's where strong associations lead you. Thanks!
    (Actually that guide much proves my another post)
     
    Last edited: Feb 7, 2017
  14. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Ii would recommend reading posts a bit more in the future so you don't get into this type of situation again.
     
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  15. Hyperion

    aa Hyperion L16: Grid Member

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    Too bad that it needs proper sealing first
     
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  16. Pocket

    aa Pocket func_croc

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    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.
     
  17. Idolon

    aa Idolon the worst admin

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

    [​IMG]

    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).
     
  18. basilhs333

    basilhs333 L8: Fancy Shmancy Member

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    guys thanks for your support!
    i almost fixed the issue and the map is going pretty good actually! thanks again
     
  19. Sergis

    aa Sergis L666: ])oo]v[

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    fastvis?
     
  20. Crowbar

    aa Crowbar perfektoberfest

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    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.