Optimization of moving brushes.
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Re: Optimization of moving brushes.
Posted by SmokersCough on Wed Jan 18th at 10:12am 2006


Hi guys, i have a cabin made of func_physbox, it is fairly complex and when it is destroyed (by explosions) the frame rate drops to 10 (and my machine is a real beast). I have been informed there is a way i can improve the performance, is this by changing them to func_physbox_multiplayer. Will this change the way the game loads so it knows that the brushes are not static from the beginning meaning there is not so much of a peformance hit when the cabin is hit? Any help would be great guys. Thanks.



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Re: Optimization of moving brushes.
Posted by wil5on on Wed Jan 18th at 11:44am 2006


Func_physbox_multiplayer is designed for less network lag in multiplayer games, it wont affect framerate significantly. How many physboxes are you using for this cabin? If theres a lot of them, explosions affecting them will kill your framerate. Try simplifying the cabin, merge some physboxes together.


"If you talk at all during this lesson, you have detention. Do you understand?"
- My yr11 Economics teacher



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Re: Optimization of moving brushes.
Posted by SmokersCough on Wed Jan 18th at 5:11pm 2006


What if i can't simplyf the cabin, it's part of my boat map so it needs to look as it is. Is there not a way i can improve it?



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Re: Optimization of moving brushes.
Posted by fishy on Wed Jan 18th at 5:54pm 2006


making parts of it as wall toggles, and having them disappear, while other broken pieces(again toggles) appear already in place a second later, may save some of your fps. it wouldn't look great to anyone close enough to see it, but as there's an explosion happening, no-one should be allowed to see it and live anyway.


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