Frame rate issues
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Quote
Re: Frame rate issues
Posted by kingtoke on Thu Dec 30th at 2:13am 2004


http://homepage.ntlworld.com/simon_elliott3/CSSmaps/kt_callcenter_backup2.bsp

gah can someone see if they can figure out what is killing my frame rate? it was working fine, happily running along at 60fps. but lately it's just crap (as low as 17fps at times), i thought it might be to do with too many entities, but i've gone and chopped out an entire floor with no benefit. its really starting to bug me!





Quote
Re: Frame rate issues
Posted by omegaslayer on Thu Dec 30th at 3:19am 2004


ill take a look
edit/: didnt finish downloading stopped at 99%...hmmmm BTW its prolly best if you put the bsps in a zip folder
[addsig]




Quote
Re: Frame rate issues
Posted by Joe-Bob on Thu Dec 30th at 3:26am 2004


Dynamic Lighting is maxed out, it's almost certainly all those point_spotlight entities you have.

By the way, having nothing to do with the framerate issue, your fluorescent lights in the building aren't in the ceiling. They should be.




Quote
Re: Frame rate issues
Posted by kingtoke on Thu Dec 30th at 4:04pm 2004


mmmm i dont think its lighting, i've already deleted alot of lights since making tis version. plus i've tried it just running the .bsp. plus also i was having the frame rate issues before i put in the point_spotlights. seemingly the more i delete the worse the fps gets :/

cheers for having a look. i'll keep cutting stuff out till i get a result

heres a fast compile log


** Executing...
** Command: "c:program filesvalvesteamsteamappskingtokesourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappskingtokecounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappskingtokecounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Multiple references for cubemap on texture maps/kt_callcenter_backup2/plaster/offwllb_1387_1894_302!!!
Multiple references for cubemap on texture maps/kt_callcenter_backup2/tile/tilefloor010a_1387_1894_302!!!
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox hav...
Run buildcubemaps in the engine to get the correct cube maps.
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 (1) (467520 bytes)
Building Physics collision data...
done (0) (916252 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.bsp
16 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:program filesvalvesteamsteamappskingtokesourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappskingtokecounter-strike sourcecstrike" -fast "C:Program FilesValveSteamSteamAppskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.bsp
reading c:program filesvalvesteamsteamappskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.prt
1324 portalclusters
3940 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (17)
Optimized: 122625 visible clusters (0.00%)
Total clusters visible: 1126279
Average clusters visible: 850
Building PAS...
Average clusters audible: 1282
visdatasize:424522 compressed from 444864
writing c:program filesvalvesteamsteamappskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.bsp
18 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappskingtokesourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappskingtokecounter-strike sourcecstrike" -noextra "C:Program FilesValveSteamSteamAppskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.bsp
4837 faces
723253 square feet [104148544.00 square inches]
24 displacements
22318 square feet [3213860.50 square inches]
4837 patches before subdivision
58698 patches after subdivision
90 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (189)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (139)
transfers 1744798, max 215
transfer lists: 13.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(92894, 82018, 64500)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23712, 18630, 12493)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4942, 3371, 1873)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1319, 811, 383)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(300, 163, 65)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(80, 40, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(19, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1068 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 64/1024 3072/49152 ( 6.3%)
brushes 740/8192 8880/98304 ( 9.0%)
brushsides 4560/65536 36480/524288 ( 7.0%)
planes 1884/65536 37680/1310720 ( 2.9%)
vertexes 8652/65536 103824/786432 (13.2%)
nodes 2788/65536 89216/2097152 ( 4.3%)
texinfos 1686/12288 121392/884736 (13.7%)
texdata 165/2048 5280/65536 ( 8.1%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 1888/0 37760/0 ( 0.0%)
disp_tris 2976/0 5952/0 ( 0.0%)
disp_lmsamples 55824/0 55824/0 ( 0.0%)
faces 4837/65536 270872/3670016 ( 7.4%)
origfaces 2498/65536 139888/3670016 ( 3.8%)
leaves 2853/65536 159768/3670016 ( 4.4%)
leaffaces 5472/65536 10944/131072 ( 8.3%)
leafbrushes 1483/65536 2966/131072 ( 2.3%)
surfedges 32890/512000 131560/2048000 ( 6.4%)
edges 18505/256000 74020/1024000 ( 7.2%)
worldlights 90/8192 7920/720896 ( 1.1%)
waterstrips 461/32768 4610/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7044/65536 14088/131072 (10.7%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 3028028/0 ( 0.0%)
visdata [variable] 424522/16777216 ( 2.5%)
entdata [variable] 140513/393216 (35.7%)
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] 1/12574 ( 0.0%)
pakfile [variable] 125620/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 467520/4194304 (11.1%)
==== Total Win32 BSP file data space used: 5512569 bytes ====

Linux Specific Data:
physicssurface [variable] 916252/6291456 (14.6%)
==== Total Linux BSP file data space used: 5961301 bytes ====

Total triangle count: 13220
Writing c:program filesvalvesteamsteamappskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.bsp
5 minutes, 41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppskingtokesourcesdkcstrike_sample_contentmapskt_callcenter_backup2.bsp" "c:program filesvalvesteamsteamappskingtokecounter-strike sourcecstrikemapskt_callcenter_backup2.bsp"






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