basicaly I think it has anything to do with lightmaps, specail textures, alpha maps, etc.
I think we should have a run down of all the items on the +showbudget
and let the more experianced mappers give their views on the importance
of each section.
Re: Snarkpit Mapping Standards
Posted by DrGlass on Tue May 24th at 11:36pm 2005

DrGlass
member
1825 posts
293 snarkmarks
Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Posted by DrGlass on Tue May 24th at 11:36pm 2005
DrGlass
member
1825 posts
293 snarkmarks
Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Re: Snarkpit Mapping Standards
Posted by omegaslayer on Wed May 25th at 1:21am 2005
Just for clarification: what causes swapbuffers to spike anyways?
Swapping
Gee its obvious you dont know

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Wed May 25th at 1:21am 2005
? quote:
? quoting omegaslayer
? quoting Leperous
I would also like to add that you should be fine as long as your
swapbuffer levels aren't going crazy, in addition to everything being
mentioned above.
swapbuffer levels aren't going crazy, in addition to everything being
mentioned above.
Just for clarification: what causes swapbuffers to spike anyways?
Swapping
Gee its obvious you dont know
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Snarkpit Mapping Standards
Posted by Campaignjunkie on Wed May 25th at 1:31am 2005

Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Posted by Campaignjunkie on Wed May 25th at 1:31am 2005
High SwapBuffer levels are usually caused by excessive use of normal-mapped textures, I think.
Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Re: Snarkpit Mapping Standards
Posted by omegaslayer on Wed May 25th at 1:53am 2005

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Wed May 25th at 1:53am 2005
I found this of the internet, I think one of the non-active members
wrote it, its really good:
http://www.student.kun.nl/rvanhoorn/Optimization.htm
Someone should make a long tutorial out of it (or many short ones
), but in short it tells us how to optimize a map.
I also found this in my travels when I was looking for a compile error that breaks down compile errors: http://www.interlopers.net/errors/errors.php#2-1
Swap Buffers
This can be anything, from water (try reducing it to cheap water if it is) or fire, smoke or steam, glass or other transparent textures. Apart from reducing visibility of the leafs, try to reduce their quality or quantity, but only if it really gets out of hands. Also, if you have it enabled, bump-mapping is also a cause.
This can be anything, from water (try reducing it to cheap water if it is) or fire, smoke or steam, glass or other transparent textures. Apart from reducing visibility of the leafs, try to reduce their quality or quantity, but only if it really gets out of hands. Also, if you have it enabled, bump-mapping is also a cause.
Someone should make a long tutorial out of it (or many short ones
I also found this in my travels when I was looking for a compile error that breaks down compile errors: http://www.interlopers.net/errors/errors.php#2-1
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Snarkpit Mapping Standards
Posted by Leperous on Wed May 25th at 10:40am 2005

Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by Leperous on Wed May 25th at 10:40am 2005
Yes, I think swapbuffer levels are influenced by a large number of things, especially special visual effects (though I've never had water hit me very hard- it's usually bump mapping, especially when there are rocks around)
Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Re: Snarkpit Mapping Standards
Posted by Fjorn on Wed May 25th at 2:45pm 2005

Fjorn
member
250 posts
24 snarkmarks
Registered: Jun 5th 2004
Location: California - USA
Occupation: Student/Amateur Writer
Posted by Fjorn on Wed May 25th at 2:45pm 2005
Its lots and lots of props that get me....
Fjorn
member
250 posts
24 snarkmarks
Registered: Jun 5th 2004
Location: California - USA
Occupation: Student/Amateur Writer
Signature? What signature!?
Re: Snarkpit Mapping Standards
Posted by DocRock on Wed May 25th at 4:28pm 2005
Posted by DocRock on Wed May 25th at 4:28pm 2005
Even one point_light in my map makes the +showbudget dynamic light graph go up and fps down. I know it's an editing question...but why does one point_light cause such a jump?
Condemnation without Investigation is the Highest Form of Ignorance!
Re: Snarkpit Mapping Standards
Posted by omegaslayer on Wed May 25th at 4:34pm 2005

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Wed May 25th at 4:34pm 2005
? quoting DocRock
Even one point_light in my map makes the +showbudget dynamic light graph go up and fps down. I know it's an editing question...but why does one point_light cause such a jump?
Do you mean point_spotlight? because with that enity it emits dynamic light from it (its meant to be parented to things, and then have dynamic light come off of it), just go into the flags and check, "no dynamic light", that seems to be the problem a lot of the time.
edit: you can also reduce the impact of dynamic lights by incerasing the light map scale on the walls the dynamic light hits (ex: a scale of 64 or 32 is going to be better than a scale of 16 per-say), just use the texture aplication tool for that job.
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 0.0252 seconds.

Snarkpit v6.1.0 created this page in 0.0252 seconds.

