FPS HIT

FPS HIT

Re: FPS HIT Posted by G4MER on Wed Apr 20th 2011 at 5:32pm
G4MER
2460 posts
Posted 2011-04-20 5:32pm
G4MER
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[IMG]http://i26.photobucket.com/albums/c149/MuhnayShot/Mapping/highnoon_overview.png[/IMG]

The map pictured above I have been having some compile time issues, and a fps hit. Its a small map, and I have not been able to locate of fix either issue.

I have no leaks, I have made most everything that should be func_detail.. and yet I still have issues.. any ideas how I can address the FPS and compile times for this small map.

( I have maps 3 times the size of this map that compile in seconds.. this one takes 3 days. )
Re: FPS HIT Posted by Le Chief on Wed Apr 20th 2011 at 8:16pm
Le Chief
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Posted 2011-04-20 8:16pm
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which part of the compile process is taking so long?
Aaron's Stuff
Re: FPS HIT Posted by omegaslayer on Wed Apr 20th 2011 at 9:43pm
omegaslayer
2481 posts
Posted 2011-04-20 9:43pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Long compile times dont normally lead to poor FPS. Post a completed compile log and we can see whats taking the longest. My suggestion would be to turn on +showbudget to see whats taking up a lot of rendering time. Just some thoughts off hand.

-Are you running fast or full vis? Fast vis can always lead to poor frames.
-You might have some spotlights that are casting dynamic light (+showbudget will confirm this).
-I see that there are lots of buildings, and if your standing in one corner of the level its more than likely going to draw everything in those buildings (all of them). A "mat_wireframe 1" will show you this. If this is the case I would look into making area portals for those buildings to cut down on whats being drawn.
Re: FPS HIT Posted by G4MER on Thu Apr 21st 2011 at 12:39am
G4MER
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Posted 2011-04-21 12:39am
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I thought Area portals only could be used between zones, one sky box to the other. When I did area portals in the map I would get that skybox block in the doors and windows in all but one building.

Only way it has compiled so far is on a fast compile, every time I have tried a full it takes forever, and on day 3 I just get frustrated and stop it... on day 3 it is on only 3 on the vis.. and that is where it hangs on the second part of the VIS.

Like I have said I have maps far larger than this that take seconds on a full compile, but for some reason this map wants to be a pain in the ass.
Re: FPS HIT Posted by omegaslayer on Thu Apr 21st 2011 at 1:15am
omegaslayer
2481 posts
Posted 2011-04-21 1:15am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
There must be some complex geometry somewhere thats causing it. Compile it on fast vis and hop in game then turn on "mat_leafvis 1". This will display the current vis leaf your in with a red box. Fly around the map and find the area where there are a ton of visleafs (small ones).

Another hint too I've noticed that if phase 1 of build leafs takes longer than 30 seconds, then your in for a long haul on phase 2. Aka: phase 1 lays out where the vis leafs are, which means the longer phase 1 takes the fewer vis leafs there are. Then phase 2 checks which vis leafs can see into one another. This is exponential to the number of vis leafs there are (Its a summation of n + (n-1) + (n-2) + ... + 1), so you can see how it can get outta hand. Try the mat_leafvis 1 and try to see where things are broken up.
Re: FPS HIT Posted by G4MER on Thu Apr 21st 2011 at 3:12am
G4MER
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Posted 2011-04-21 3:12am
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Thank You, I will give that a try and report back to you.

Omega,

I gave the VISLEAF thing a try, did not locate any bundles of lil red boxes, gave mat_leafvis 2 a try and the whole screen turned red with boxes.

I did notice that the whole map can be seen while in mat_wireframe 1. I think that maybe the hit.. and I am not sure how to best fix that, since the map is pretty much a box with buildings in it. As I said before I tried area portals in the doors and windows of each building but then the map broke.

Spotlights, there are none in this map.

I would be willing to send you the file to look at, I am at a loss here.. not sure what to do next.
Re: FPS HIT Posted by G4MER on Fri Apr 22nd 2011 at 4:08am
G4MER
2460 posts
Posted 2011-04-22 4:08am
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Due to the large file size of this image I have just linked to it.. this is mat_wireframe 2 and mat_leafvis 2. Is it normal for the red boxes to be drawn all over like that, when in mat_leafvis 2?

http://i26.photobucket.com/albums/c149/MuhnayShot/Mapping/cs_highnoon_mat_leafvis2.jpg
Re: FPS HIT Posted by omegaslayer on Fri Apr 22nd 2011 at 8:19pm
omegaslayer
2481 posts
Posted 2011-04-22 8:19pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Wow I didn't know mat_leafvis 2 showed all. Thats much easier. Okay looking at the picture I see theres 4 huge clusters.

1) Looks like its in a well in the center (not sure), I see a cluster of visleafs in the center.
2) the top house seems to have a bunch near the roof.
3) the top right house also has a bunch as well.
4) the outter fences. I would turn those to func_details to cut down even more.

If you havent already, turn the well (if it is a well, it looks like one from afar, but I can't be sure unless I look at the map) into a func_detail - a model would be better, but you don't HAVE to do that. Also for every house I would turn every brush in the house into func_details accept the outter walls, and a few inner ones. Turn any geometry outside those walls into func_detail as well. Having excessive func_details are perfectly alright.

I have a lot this weekend (project due), I could probably take a look sometime next week if your willing to wait that long.
Re: FPS HIT Posted by G4MER on Fri Apr 22nd 2011 at 10:42pm
G4MER
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Posted 2011-04-22 10:42pm
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Thanks OMEGA, no hurry, I will address the areas you have hinted at above. Thank you for your help.
Re: FPS HIT Posted by omegaslayer on Sat Apr 23rd 2011 at 9:09pm
omegaslayer
2481 posts
Posted 2011-04-23 9:09pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Go ahead and PM me a link to a DL, I might be able to get a peak in this weekend.