[Unsolved] Low fps on my map

Discussion in 'Mapping Questions & Discussion' started by Gandalf, May 15, 2017.

  1. Gandalf

    Gandalf L1: Registered

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    Hello there! First of all, I had to say that my english isn't perferct, so excuse me.

    Here's my problem: Im editing a map (A Valve map. Yes, i know that's a bad idea compile a decompiled map). The map is mvm_coaltown. Im trying to make that map into a payload map (long story). The gamemode is ready, but (As the title says) the big issue is: The optimization.

    The original map runs me about 100 fps (without doing nothing), and my map is about 60 fps (same situation). With some optimization (remake areaportals, areaportalwindows, some func_details, a lot of vis_clusters), run about 80 fps.

    Here are some pictures that i consider need's to be optimized:

    http://imgur.com/a/eDDfn

    In the next message i will attach the compile log on HDR Full compile -final (slow!)
     
  2. Gandalf

    Gandalf L1: Registered

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    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4"

    Valve Software - vbsp.exe (Feb 17 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_coaltown_vidya_a4/coalmines/blendgroundtograss_coalmines2_wvt_patch
    Patching WVT material: maps/pl_coaltown_vidya_a4/coalmines/blendgroundtograss_coalmines_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 412 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (617009 bytes)
    Error loading studio model ""!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3324 texinfos to 2028
    Reduced 99 texdatas to 96 (2328 bytes to 2258)
    Writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
    Wrote ZIP buffer, estimated size 3812, actual size 2928
    8 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\****\matias\****\mapas\pl_coaltown_vidya\pl_coaltown_vidya_a4"

    Valve Software - vvis.exe (Feb 17 2017)
    4 threads
    reading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
    reading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.prt
    415 portalclusters
    1781 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (137)
    Optimized: 393 visible clusters (0.32%)
    Total clusters visible: 123172
    Average clusters visible: 296
    Building PAS...
    Average clusters audible: 413
    visdatasize:45656 compressed from 46480
    writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
    2 minutes, 17 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -staticproppolys -textureshadows -staticproplighting -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4"

    Valve Software - vrad.exe SSE (Feb 17 2017)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
    Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
    Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
    Setting up ray-trace acceleration structure... Done (17.75 seconds)
    4951 faces
    1 degenerate faces
    1630023 square feet [234723328.00 square inches]
    386 Displacements
    309926 Square Feet [44629432.00 Square Inches]
    4950 patches before subdivision
    96526 patches after subdivision
    sun extent from map=0.008727
    light has _fifty_percent_distance of 700.000000 but _zero_percent_distance of 0.000000
    86 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (555)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (47)
    transfers 7353173, max 873
    transfer lists: 56.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(434170, 277035, 167765)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(44284, 18923, 8600)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(4899, 1484, 512)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(735, 155, 40)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(115, 19, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(23, 3, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0446 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (29)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 60/1024 2880/49152 ( 5.9%)
    brushes 1613/8192 19356/98304 (19.7%)
    brushsides 11370/65536 90960/524288 (17.3%)
    planes 5912/65536 118240/1310720 ( 9.0%)
    vertexes 9904/65536 118848/786432 (15.1%)
    nodes 2212/65536 70784/2097152 ( 3.4%)
    texinfos 2028/12288 146016/884736 (16.5%)
    texdata 96/2048 3072/65536 ( 4.7%)
    dispinfos 386/0 67936/0 ( 0.0%)
    disp_verts 10714/0 214280/0 ( 0.0%)
    disp_tris 14176/0 28352/0 ( 0.0%)
    disp_lmsamples 955672/0 955672/0 ( 0.0%)
    faces 4951/65536 277256/3670016 ( 7.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3880/65536 217280/3670016 ( 5.9%)
    leaves 2273/65536 72736/2097152 ( 3.5%)
    leaffaces 5772/65536 11544/131072 ( 8.8%)
    leafbrushes 3739/65536 7478/131072 ( 5.7%)
    areas 10/256 80/2048 ( 3.9%)
    surfedges 40597/512000 162388/2048000 ( 7.9%)
    edges 26162/256000 104648/1024000 (10.2%)
    LDR worldlights 86/8192 7568/720896 ( 1.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 687/32768 6870/327680 ( 2.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 14331/65536 28662/131072 (21.9%)
    cubemapsamples 34/1024 544/16384 ( 3.3%)
    overlays 71/512 24992/180224 (13.9%)
    LDR lightdata [variable] 6530568/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 45656/16777216 ( 0.3%)
    entdata [variable] 110969/393216 (28.2%)
    LDR ambient table 2273/65536 9092/262144 ( 3.5%)
    HDR ambient table 2273/65536 9092/262144 ( 3.5%)
    LDR leaf ambient 13818/65536 386904/1835008 (21.1%)
    HDR leaf ambient 2273/65536 63644/1835008 ( 3.5%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/51258 ( 0.0%)
    pakfile [variable] 2078420/0 ( 0.0%)
    physics [variable] 617009/4194304 (14.7%)
    physics terrain [variable] 65372/1048576 ( 6.2%)

    Level flags = 1

    Total triangle count: 14966
    Writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
    11 minutes, 10 seconds elapsed
    Valve Software - vrad.exe SSE (Feb 17 2017)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
    Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
    Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
    Setting up ray-trace acceleration structure... Done (16.72 seconds)
    4951 faces
    1 degenerate faces
    1630023 square feet [234723328.00 square inches]
    386 Displacements
    309926 Square Feet [44629432.00 Square Inches]
    4950 patches before subdivision
    96526 patches after subdivision
    sun extent from map=0.008727
    light has _fifty_percent_distance of 700.000000 but _zero_percent_distance of 0.000000
    86 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (495)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (46)
    transfers 7353173, max 873
    transfer lists: 56.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(434170, 277035, 167765)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(44284, 18923, 8600)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(4899, 1484, 512)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(735, 155, 40)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(115, 19, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(23, 3, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0485 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (29)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 60/1024 2880/49152 ( 5.9%)
    brushes 1613/8192 19356/98304 (19.7%)
    brushsides 11370/65536 90960/524288 (17.3%)
    planes 5912/65536 118240/1310720 ( 9.0%)
    vertexes 9904/65536 118848/786432 (15.1%)
    nodes 2212/65536 70784/2097152 ( 3.4%)
    texinfos 2028/12288 146016/884736 (16.5%)
    texdata 96/2048 3072/65536 ( 4.7%)
    dispinfos 386/0 67936/0 ( 0.0%)
    disp_verts 10714/0 214280/0 ( 0.0%)
    disp_tris 14176/0 28352/0 ( 0.0%)
    disp_lmsamples 955672/0 955672/0 ( 0.0%)
    faces 4951/65536 277256/3670016 ( 7.6%)
    hdr faces 4951/65536 277256/3670016 ( 7.6%)
    origfaces 3880/65536 217280/3670016 ( 5.9%)
    leaves 2273/65536 72736/2097152 ( 3.5%)
    leaffaces 5772/65536 11544/131072 ( 8.8%)
    leafbrushes 3739/65536 7478/131072 ( 5.7%)
    areas 10/256 80/2048 ( 3.9%)
    surfedges 40597/512000 162388/2048000 ( 7.9%)
    edges 26162/256000 104648/1024000 (10.2%)
    LDR worldlights 86/8192 7568/720896 ( 1.0%)
    HDR worldlights 86/8192 7568/720896 ( 1.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 687/32768 6870/327680 ( 2.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 14331/65536 28662/131072 (21.9%)
    cubemapsamples 34/1024 544/16384 ( 3.3%)
    overlays 71/512 24992/180224 (13.9%)
    LDR lightdata [variable] 6530568/0 ( 0.0%)
    HDR lightdata [variable] 6530568/0 ( 0.0%)
    visdata [variable] 45656/16777216 ( 0.3%)
    entdata [variable] 110969/393216 (28.2%)
    LDR ambient table 2273/65536 9092/262144 ( 3.5%)
    HDR ambient table 2273/65536 9092/262144 ( 3.5%)
    LDR leaf ambient 13818/65536 386904/1835008 (21.1%)
    HDR leaf ambient 13818/65536 386904/1835008 (21.1%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/51258 ( 0.0%)
    pakfile [variable] 4157672/0 ( 0.0%)
    physics [variable] 617009/4194304 (14.7%)
    physics terrain [variable] 65372/1048576 ( 6.2%)

    Level flags = 3

    Total triangle count: 14966
    Writing c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp
    10 minutes, 7 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\users\****\desktop\****\pl_coaltown_vidya\pl_coaltown_vidya_a4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_coaltown_vidya_a4.bsp"
     
    Last edited: May 15, 2017
  3. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
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    There's nothing wrong with your compile log.

    However, visclusters are compile time optimisation. They make your game run worse. They exist (almost entirely) only to speed up compiles. If you want better performance start by removing those.
     
    • Agree Agree x 1
  4. Gandalf

    Gandalf L1: Registered

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    Thanks for the reply! I have used the visclusters for reduce the compile time (wich without visclusters, is around 15 hours, because for the massive amount of portals). I still have the problem of reduce the numbers of portals (I don't know if that is the problem to the low performance). Also, the decompiler miss a lot of func_details. Most of them are done, but there's a lot of world brushes that need to be func_details (and Im not pretty sure what needs to be a func_detail too).
     
  5. [Soap] SteelCroix

    [Soap] SteelCroix L1: Registered

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    Could be the visleafs if you moved everything to world it will cause poor FPS
     
  6. Gandalf

    Gandalf L1: Registered

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    I think it was the decompiler (I know its not perfect, lot of things are lost). As i say, I remade the areaportals, areaportalwindows, func_details, etc. But the map still have poor fps (maybe for the amount of portals, i don't know).
     
  7. [Soap] SteelCroix

    [Soap] SteelCroix L1: Registered

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    Most Likely
     
  8. Gandalf

    Gandalf L1: Registered

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    So... What can i do?
     
  9. [Soap] SteelCroix

    [Soap] SteelCroix L1: Registered

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    I'm not experncied enough to give you a good answer, view your visleafs and if some go though buildings that likely your problem
     
  10. Gandalf

    Gandalf L1: Registered

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    The thing is that is a edit from a existing map. I dont want to edit his essence too much, just increse the fps.
     
  11. Gandalf

    Gandalf L1: Registered

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    Someone else who can help me please?
     
  12. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    i think i'd have to look at the vmf to have any chance of helping you given what we know so far
     
    • Agree Agree x 1
  13. Gandalf

    Gandalf L1: Registered

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    The .vmf file is the same of this place: https://tf2maps.net/threads/valve-maps-decompiled.5952/ (mvm_coaltown).
    If is necessarie, i will post the actual vmf of my map.
     
  14. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    That's odd. I'm assuming you've changed something in it tho?
     
  15. Gandalf

    Gandalf L1: Registered

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    The mayor changes in the map are that i made it a payload map. World brushes, func_detail, hint/skip brushes, areaportals, etc, are the same as the original.
     
  16. henke37

    aa henke37

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    Try this: Load up the map in game. Switch on wireframe rendering. Go to a trouble area. Take a screenshot. Now load up the unedited map and teleport to the exact same position and angle. Take another screenshot.

    If you compare the screenshots you should see that the original map has way less geometry being rendered.
     
    • Thanks Thanks x 1
  17. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    You didn't turn on fast vis after your first compile did you?
     
    • Agree Agree x 1
  18. Gandalf

    Gandalf L1: Registered

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    I will try that. But i think the big problem are the portals. You can see the trouble areas in the photos (portals).

    I personally only use fast vis for check if the gamemode works well. Generally, i use vis on normal/full.
     
  19. Gandalf

    Gandalf L1: Registered

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    Okay. So, i compared the 2 maps, and yes, there are more geometry being rendered in my map that in the original. I assume that some hint/skip brushes are broken. So, I need to rebuild all brushes? Or the problem could be other?
     
  20. Kill_the_Bug

    aa Kill_the_Bug

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    hint/skip brushes, if not done right can add in a lot of problems