Re: optimization of this map
Posted by haymaker on
Fri Jul 17th 2009 at 1:29pm
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
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'.
Re: optimization of this map
Posted by reaper47 on
Sat Jul 18th 2009 at 6:15pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
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.
Re: optimization of this map
Posted by Kampy on
Fri Jul 24th 2009 at 5:52pm
Kampy
member
304 posts
716 snarkmarks
Registered:
Dec 30th 2003
Occupation: student
Location: Germany
Im now trying to do this with no success yet, but the mat_wireframe 1 function is absolutely brillant. on which side do I have to put the HINT texture?