Q: What do I have to consider when I want my map to run smoothly?
In Source, there are a lot of ways to optimize your map, and these methods usually need to be taken into consideration from the get-go. For most intents and purposes, Source works in much the same way as GoldSource worked, except with the new features comes new ways to optimize them, and adds something else for you to worry about. For an in-depth explanation on everything you need to know about Source optimization visit
The Map Editing Optimization Guide and follow the individual chapters on the left.
Q: Do r_speeds still exist? What are the values?
No, There is no r_speed command anymore for Source, BUT there is the
net_graph 1 2 3 and
+ showbudget and
showbudget_texture 1 commands. All you really need to look at are the FPS. You can find that readout by typing in net_graph 1 The other commands will help show you which resources are costing the most FPS. (Must have cheats activated first)
Q: How do displacements effect the gamespeed?
In Source, displacements are VERY efficient and can cover great distances with little effect to performance. Be sure to play with the 'Power' setting for displacements that are going to be smooth. Lower power=less polys. Everything you need to know about displacements:
The VDC Be sure to read up on how to properly sew your displacements before making any, or else you will have yourself a big headache.
Q: I heard HINTS and areaportals are pretty good.
Yes, Hints are your best friend in optimization and should be thought about from the beginning when designing your level That guide I posted earlier will tell you everything you need to know about them. Areaportals are another beast entirely. Use them sparingly because you must know if or when their cost might outweigh their optimization benefits. Again, the guide will help you understand their use.
Q: What are the No-Gos?
For multipayer maps do not use Occluders (see guide). Do not use the carve tool for every hole or indention (which was also true for goldsource). When adding physics props to your multiplayer level, be sure to make them
prop_physics_multiplayer and not just
prop_physics. Do not ship a compiled map out with just having used the 'fast' option for each compile engine. Only use the 'fast' options when wanting to quickly test something. If your map does not compile or load properly after compiling it, but does load properly if you chose the fast options in the compile dialogue box, then you need to fix whatever issues there are. If you have a leak, then the pointfile tool is your best friend. It works 100% of the time, but be sure to unload it before compiling. (The pointfile tool can be found under the 'Map' menu).
-And that's all I can thing of for now! Good luck and keep us posted with your progress!
Blog:
www.playingarchitecture.net
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Eric Lancon
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@Riven202