Dynamic Light Rendering

Dynamic Light Rendering

Re: Dynamic Light Rendering Posted by Livett on Wed Jan 12th 2005 at 6:39pm
Livett
164 posts
Posted 2005-01-12 6:39pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
Ok... on my map my 'Dynamic Light Rendering' on "+showbudget" is constantly maxed out (the bar is constantly it's full length).

Why could this be... if it helps at all. Here is my compile log:

materialPath: c:\program files\valve\steam\steamapps\ttevil\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz700.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 364 detail faces... done (1)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (7)
writing C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz700.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Building Physics collision data...
done (3) (1118492 bytes)
Building Physics collision data...
done (2) (1118492 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz700.bsp
34 seconds elapsed


1 threads
reading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz700.bsp
reading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz700.prt
1565 portalclusters
3188 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 2594 visible clusters (0.00%)
Total clusters visible: 475119
Average clusters visible: 303
Building PAS...
Average clusters audible: 1230
visdatasize:478867 compressed from 626000
writing c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz700.bsp
3 minutes, 16 seconds elapsed


[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']


[color=gray]Loading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz700.bsp
13744 faces
649184 square feet [93482576.00 square inches]
0 displacements
0 square feet [0.00 square inches]
13744 patches before subdivision
110348 patches after subdivision
92 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 5368383, max 317
transfer lists: 41.0 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(19301, 16752, 12953)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #2 added RGB(4022, 2965, 1829)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #3 added RGB(809, 548, 285)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #4 added RGB(203, 133, 65)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #5 added RGB(50, 32, 14)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #6 added RGB(15, 9, 4)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #7 added RGB(4, 3, 1)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #8 added RGB(1, 1, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)..... Done<9.3063 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 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 369/1024 17712/49152 (36.0%)
brushes 2685/8192 32220/98304 (32.8%)
brushsides 20051/65536 160408/524288 (30.6%)
planes 4254/65536 85080/1310720 ( 6.5%)
vertexes 22316/65536 267792/786432 (34.1%)
nodes 5144/65536 164608/2097152 ( 7.8%)
texinfos 2613/12288 188136/884736 (21.3%)
texdata 224/2048 7168/65536 (10.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 13744/65536 769664/3670016 (21.0%)
origfaces 9628/65536 539168/3670016 (14.7%)
leaves 5514/65536 308784/3670016 ( 8.4%)
leaffaces 16578/65536 33156/131072 (25.3%)
leafbrushes 4251/65536 8502/131072 ( 6.5%)
surfedges 105277/512000 421108/2048000 (20.6%)
edges 66550/256000 266200/1024000 (26.0%)
worldlights 92/8192 8096/720896 ( 1.1%)
waterstrips 2261/32768 22610/327680 ( 6.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 38898/65536 77796/131072 (59.4%)
cubemapsamples 50/1024 800/16384 ( 4.9%)
overlays 63/512 22176/180224 (12.3%)
lightdata [variable] 6961760/0 ( 0.0%)
visdata [variable] 478867/16777216 ( 2.9%)
entdata [variable] 334399/393216 (85.0%) VERY FULL!
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] 1/24482 ( 0.0%)
pakfile [variable] 518700/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1118492/4194304 (26.7%)

Total Win32 BSP file data space used: 12813404 bytes

Linux Specific Data:
physicssurface [variable] 1118492/6291456 (17.8%)

Total Linux BSP file data space used: 12813404 bytes ====[/color]

Total triangle count: 39217
Writing c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz700.bsp
27 minutes, 36 seconds elapsed


This my list of all light entities on the map:

72 x light

1 x light_environment

18 x light_spot

The 18 spot lights are in different rooms and to the rest of the light so they can't be the cause, and the light_environment can't be the cause either. Which means it is either my 72 lights or something else.

Any ideas?
Re: Dynamic Light Rendering Posted by Leperous on Wed Jan 12th 2005 at 6:46pm
Leperous
3382 posts
Posted 2005-01-12 6:46pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Any point_spotlights? Any have those lights got names or special appearances set?
Re: Dynamic Light Rendering Posted by Rof on Wed Jan 12th 2005 at 6:47pm
Rof
210 posts
Posted 2005-01-12 6:47pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Strange - you have no light_dynamics or point_spotlights at all? They
should be the only things affecting dynamic lighting, I should think.
Re: Dynamic Light Rendering Posted by Livett on Wed Jan 12th 2005 at 6:51pm
Livett
164 posts
Posted 2005-01-12 6:51pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
No point_spotlights, no light_dynamics.

No custom appreances, all lights at their default setting apart from I changed the colour to grey.

If you want to check it I will be happy to send you the .bsp/.vmf
Re: Dynamic Light Rendering Posted by Livett on Wed Jan 12th 2005 at 6:56pm
Livett
164 posts
Posted 2005-01-12 6:56pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
Here is a list of all entity types on my map:

env_cubemap

env_fog_controller

env_sun

func_areaportal

func_areaportalwindow

func_breakable

func_breakable_surf

func_brush

func_button

func_detail

func_door

func_door_rotating

func_ladder

info_overlay

info_player_counterterrorist

info_player_terrorist

info_target

light

light_environment

light_spot

phys_constraint

prop_physics

prop_static
Re: Dynamic Light Rendering Posted by Livett on Wed Jan 12th 2005 at 7:17pm
Livett
164 posts
Posted 2005-01-12 7:17pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
If this helps, pic of my budget

+showbudget

The low FPS is low due to the dynamic light, but I ahve a poor PC so I usually only get 30-40 FPS max when testing maps anyway.
Re: Dynamic Light Rendering Posted by Rof on Wed Jan 12th 2005 at 8:09pm
Rof
210 posts
Posted 2005-01-12 8:09pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Could it be the env_sun? I've not played much with it. Although it
doesn't seem to light up other objects like a light_dynamic does, it
might count.
Re: Dynamic Light Rendering Posted by Livett on Wed Jan 12th 2005 at 10:20pm
Livett
164 posts
Posted 2005-01-12 10:20pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
I finally found the bloody answer. Now I need to sort this problem out.

It was my prop_static light models that give off a small amount of lights themselves, which is dynamic light.

I have now deleted them all and will have to replace them with a light model which doesn't give off light :|
Re: Dynamic Light Rendering Posted by Crono on Wed Jan 12th 2005 at 10:23pm
Crono
6628 posts
Posted 2005-01-12 10:23pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
If this helps, pic of my budget

+showbudget

The low FPS is low due to the dynamic light, but I ahve a poor PC so I usually only get 30-40 FPS max when testing maps anyway.
... do you normally play it windowed?
Re: Dynamic Light Rendering Posted by Rof on Wed Jan 12th 2005 at 10:32pm
Rof
210 posts
Posted 2005-01-12 10:32pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
It was my prop_static light models that give off a small amount of lights themselves, which is dynamic light.
Huh. I didn't even know they could do that.
Re: Dynamic Light Rendering Posted by Livett on Wed Jan 12th 2005 at 10:32pm
Livett
164 posts
Posted 2005-01-12 10:32pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
Only when testing it...

I don't play CSS online in a window or if I want to thoroughly test my map.

I only run in a window for convenience when I need to test the map every little change i make.