Re: optimization of this map
Posted by haymaker on Fri Jul 17th at 1:29pm 2009
what game is this for?
Aaron's pointed out a lot of options but one thing I can't tell from your sketch is the grid orientation. Is this an actual vmf yet? If so, post a top-down screenshot, and a couple of 3d views, with absolutely all details and brush entities turned off in visgroups. The only thing that should be checked off is 'world solids'.

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Re: optimization of this map
Posted by Riven on Fri Jul 17th at 7:18pm 2009
Well, in a big open area like that, areaportals may not be the best solution. But certainly hint brushes are capable of divising the area up properly. The thing about areaportals is that they must seal off spaces from one another. That is, you should not be able to draw a line from one face of the areaportal to the backface of the same areaportal without going through another areaportal. That means the spaces they cut up can leak if a crack is left open even if the overall map is sealed properly. So, when you're dealing with a big open area like this, all you can do is add strategical hint brushes. -The only place to add areaportals would be at the doors and windows of each of your buildings, so that you guarantee that the engine will never render what's inside them until the player gets close enough.
Of course, there are all the other techniques outlined on that optimization page, but in this case, I don;t think areaportals are going to be able to help you properly.

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Re: optimization of this map
Posted by reaper47 on Sat Jul 18th at 6:15pm 2009
Well, you could place hint brushes in just-above-player-height through the entire map. Depending on the height difference, the upper left small details might not be visible to the center area.
I wouldn't worry as much about the large displacement areas, though. Just make sure that eventual buildings aren't open towards the center of the map, so the inside doesn't usually have to be drawn (or use func_areaportalwindow brushes to close off windows or doors).
For very large areas, setting LOD fade-out distances for smaller props might make sense.
Also you might want to sacrifice some openness to performance by changing the layout a bit. Do the upper right and lower left parts have a line of sight to each other? Maybe you can block it off with some high mountains?
Generally, I wouldn't worry that much... The (comparable?) Sandtraps chapter in HL2 isn't optimized that carefully either, except for a few huge func_occluders around rock formations. Displacement landscapes are allowed to be big in the Source engine. I would rather worry about indoor areas like buildings/caves. There you can use areaportals heavily.
Also resist using expensive reflective or refractive water shaders. Those are what's killing performance in 90% of all cases.

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Re: optimization of this map
Posted by Riven on Fri Jul 24th at 2:53am 2009
What exactly don't you 'get' about hint brushes? That optimization guide is probably the best explanation of it on the net there is. If you want to see how vis will see your map without the details that don't block it, simply turn off all your displacements, func_details, and props off under the auto tab of the visgroup box. so that you should only see hint brushes and world brushes. From there, you can begin to assess how the level will cut up your map. Remember, Hammer automatically cuts up your level based on every 1024th grid line your map covers, whether there is a hint brush there or not. (These lines are denoted in red in the hammer 2D views).
I could try and help answer any specific questions you might have over chat, if that's what might help you the best. My Steam account link is listed on my SnarkPit profile.
As far as trying to make your environments detailed, then you're in the same boat as everyone else. Just look at the maps that inspire you. Think of the Valve maps as a sort of standard to be met. I imagine you've played Episode 2 eh? -Plenty of big outdoor environments.

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