Re: Low fps in game (HELP!)
Posted by Sub-Zero on
Tue Mar 1st 2005 at 3:52am
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Ok ok.. i looked around... i know i have to optimize my map some how.. but what more can i do? i have made all the stairs... func_details... i have put no draws on all the ceilings......and compile times are set to normal.... i dont know what else i can do to increase game time fps..
its strange because when i run my map i get 50-100 fps in certain areas... (which is great for me) and i get 10-20 fps in other areas.. which i dont get... i mean it gets soo choppy!
Does anyone have any ideas on what to do?
if u need a screenshot of my map in order to help solve the problem let me know... again thanks in advance.. and sorry for the noobiness as always..
Re: Low fps in game (HELP!)
Posted by SuperCobra on
Tue Mar 1st 2005 at 4:06am
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Post some pics of the areas u get lag in and I will see what I can do.
Re: Low fps in game (HELP!)
Posted by SaintGreg on
Tue Mar 1st 2005 at 4:13am
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It could be that you are just seeing too much. If you want to
have large open areas, the detail in terms or architecture and models
has to be lower than in an indoor area if you want to maintain
fps. Also just check with wireframe mode that you aren't getting
too much overdraw.
Re: Low fps in game (HELP!)
Posted by fishy on
Tue Mar 1st 2005 at 8:02am
fishy
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remember, displacement surfaces, props, and func_anythings don't block vis. if you use these, the engine can 'see' right through them, and calculates everything behind them. use normal world brushes as visblockers either inside or behind them when you can.
also, if you have a leak, everything that you face towards in your map will be drawn, meaning when you look towards the middle of the map you will get lag, and when you're near the edge looking out from the map you'll get decent framerates.
there's more reasons that could cause it, so you'd really need to post some pics for anyone to make a better call.
Re: Low fps in game (HELP!)
Posted by ReNo on
Wed Mar 2nd 2005 at 3:28am
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What you see on your screen is not an accurate portrayal of how complex
a scene the game is actually rendering. Try using mat_wireframe 1, 2 or
3 to see what is actually be rendered, and what could be causing your
problems.
As for the map not compiling, you have an error given to you that makes
it pretty easy to fix. Go to the brush number if tells you (Brush 128051, Side 1: duplicate plane)
by using "tools -> go to brush number" and check it in vertex
manipulation mode to ensure there are no faces on the same plane or
other errors. Fix that and you should compile fine :smile:
Re: Low fps in game (HELP!)
Posted by RadiKal on
Wed Mar 2nd 2005 at 4:12am
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when you use wireframe, it shows you everything that is currently being rendered. All those lines represent brushes/models that are being rendered by your computer. Of course, in reality you can't see them, but they're still taking up just as many resources as what you can see. What you want to do is try to minimize what's being rendered to as tight an area as possible. Try using both hint brushes and area portals to achieve that.
Re: Low fps in game (HELP!)
Posted by Sub-Zero on
Wed Mar 2nd 2005 at 4:15am
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uhhh.. now im lost... how do i go about using hint brushes and area portals? (sorry for my noobness but i thought area portals where when people got teleported to certain areas....)
some plain english instructions would be great.. i dont quite understand all the verc stuff...
thanks!
Re: Low fps in game (HELP!)
Posted by $loth on
Wed Mar 2nd 2005 at 6:09am
$loth
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Did you do a fast vis or full? If it's only fast then you render more in game.
Re: Low fps in game (HELP!)
Posted by DarkSeraph on
Wed Mar 2nd 2005 at 6:31am
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Is func_areaportal more for HL2 single player maps? it seems to me that
if you're making a CSS map or multiplayer map you wouldn't use those,
correct? in that case it would be better to use hint brushes, which
seem very helpful. This will be very useful to me in a few months.
Re: Low fps in game (HELP!)
Posted by Sub-Zero on
Wed Mar 2nd 2005 at 6:55am
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yes.. im making a cs:source map.. 2 bombsites... i guess i will check out hint brushes tonight and tommorow..... i just hope i understand how to use them quickly.... thanks for all your help guys... i will keep u posted
Re: Low fps in game (HELP!)
Posted by Liberal.Nyulism on
Wed Mar 2nd 2005 at 6:59am
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I don't see from the top of your map, why vis won't break it up. There are problem points, where you first enter that big curved hallway... I can see that starting to draw the whole map.
If that colored background in the screenshot is because you have a big box around your level, then delete the big box, and prepare to do a zillion bsp complies and nudges until you close all the leaks. (this is what I suspect the problem is.) I see the "1 thread " notice in the log which tells me that you're not using a skybox, and the colored background with a sky texture on it, reinforces the suspicion. So, if it is, then select the box, make a new visgroup, and hide it, then recompile your map and fix the leaks.
Whether or not you have a box around it, try starting at one of the spawns, and putting in areaportals set to always-open in the hallways at the corners. Do a bsp, and fast vis. see if there are leaks in your walls between areas. Do one or two at a time, sectioning off areas of the map. You will get the message "areaportal...touching two areas", which means that you have leaks in your geometry.
At each "L" in the hallway, put a hint brush diagonally across, forming a letter "A", where the center of the hint brush touches the point of the hallway's bend, and each end of the brush touches the opposite wall.
Based upon what I see in your log, you have probably cloned brushes over the top of each other, or you have moved verticies such that you have some problem brushes. That's the first problem to solve. I do'nt know your map, so I can't help identify them. That brickxxxx texture in the error message: Pull up the texture browser, and hit "replace", check "mark found solids" then search for that texture. The brushes that are visibly marked are the ones you need to check for problems.
The statement from the log that reads "concret" may be that your vmf file is corrupted, or it might mean that the de_tides texture you brought over has a problem. I would search and replace all those textures with the same texture and see if that fixes the problem.
From the menu, select view>go to brush number, and search for 128051, and the other bad brush number. Delete the brushes and rebuild them. Don't try to fix them, it's more likely that you'll make the problem worse. They're just entries in the text file.
Hope this helps.
I have spent far too many hours on this problem myself. I'll take a look at it for you if you want. PM me a URL to download.
Re: Low fps in game (HELP!)
Posted by SaintGreg on
Wed Mar 2nd 2005 at 1:13pm
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Why dont you at first forget about hint brushes for now. Your map
should be fine without them. Just go ahead and delete them
all. First concentrate of fixing the leak and all the other bsp
errors.
Re: Low fps in game (HELP!)
Posted by Static88 on
Wed Mar 2nd 2005 at 4:40pm
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This may have been addressed, and if it has, then I apologize but when you see
**** leaked ****
Entity light (2102.00 -980.00 -148.62) leaked!
do you load a pointfile in your menu to see where it's leaking to? This is a very helpful tool. Also, ensure that you have no func_detail brushes touching the void as this does not block vis and will cause leaks. I agree with SaintGreg. Delete those hint brushes. You already have lots of twists and turns in your map. On your last pic, your hint brushes were outside of the playable area anyways.
I understand that you are still confused about how to place hint brushes. Make your brush (1) unit thick out of the toolsskip texture. Make the side that's going to touch the corner with the hint texture. Make your brush at a 45 degree angle (or close to that) and have it touch no more than (1) unit of the corner (in the playable area). It also needs to be (1) unit from the wall on each end and (1) unit from the floor and ceiling. And that's it. But that's for later I guess.
Another thing I noticed in your +showbudget pic is that your dynamic lighting was going through the roof. Do you by chance have a flashing light in your map? A light that flashes next to a model? If your dynamic lighting is spiking at a regular interval while standing still and you do have a light that's flashing up against a model, this could be the cause. If it's a random spike, then I don't know.
Also, if you have anything running on a func_tracktrain in your map, make sure that the object that's moving on the func_tracktrain isn't going through any solids such as walls. This will cause your networking (on +showbudget) to spike, causing jumpiness.
Anyways, I hope this helps you out. PM me if you want me to look at your .vmf. I may not be that experienced, but it couldn't hurt.
Re: Low fps in game (HELP!)
Posted by Sub-Zero on
Wed Mar 2nd 2005 at 6:10pm
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well i just woke up... i apologize for the large image sizes... its my own damn fault..i was tired lazy.. and i just wanted to post the screens for feedback asap... i will change them when i get the time.. too as for future screens i will try to fix them before posting...
ok down to work... i didnt see the leak message until now.... so thats curious... does it only show 1 leak at a time?..... however...my main question is this.... if i fix the leaks.. will the game stop rendering the entire map when i look towards the center? or will i still have to make some hint brushes?
Sub
Re: Low fps in game (HELP!)
Posted by Static88 on
Wed Mar 2nd 2005 at 6:20pm
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Yes, it'll show one leak at a time. I would fix the leak via load pointfile, then do a no vis/rad compile to see if there's another leak to fix. As far as the player still being able to see the entire map via mat_wireframe, i'm not sure. I would just concentrate on the leaks then see for yourself.
Re: Low fps in game (HELP!)
Posted by Sub-Zero on
Thu Mar 3rd 2005 at 11:24pm
Posted
2005-03-03 11:24pm
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thought i would let all u guys know whats up... currently i am going through my map and getting rid of all the leaks... seems there were a lot of them... however once im done with getting rid of the leaks will the map run smoothly? and not render the entire map when i look around in game?
thanks
Sub-Zero
Re: Low fps in game (HELP!)
Posted by Rof on
Thu Mar 3rd 2005 at 11:36pm
Posted
2005-03-03 11:36pm
Rof
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Yes. When you have a leak, VVIS doesn't run. That means no visibility
information gets added to the map, which means that the whole map gets
rendered all the time while in the game.
Re: Low fps in game (HELP!)
Posted by zombie_computer on
Fri Mar 4th 2005 at 9:58am
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but if the map will run smoothly after that depends on how well you have built it
Re: Low fps in game (HELP!)
Posted by Sub-Zero on
Fri Mar 4th 2005 at 10:13pm
Posted
2005-03-04 10:13pm
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Location: USA
well apparently i built a good map... i finally fixed all the damn leaks.. problem solved.. fps is good and steady....
Thanks a bunch guys for your help!
Re: Low fps in game (HELP!)
Posted by ishbog on
Sun Mar 6th 2005 at 6:23am
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aye, i JUST had this problem, and fixed by applying NODRAW to EVERY non-visible face.... made a frikkin hell monkey of a difference. if you havnt done this, do it.
easy way: select everything in your map, then take the texture tool, then go unselect every face you see INSIDE the level. to everything else, make it NODRAW. (note: when everything is selected, and the texture tool is selected, it automatticaly un-selects every non-brush)
hard way: go all over the outside and inside of your map making individual faces NODRAW, even the ones you can never see, like the faces between two square brushes, connecting them. (not recomended, although before i though of the easy way, this is what i did....)
i reccomend this for everyone, it really improves the gameplay.
Re: Low fps in game (HELP!)
Posted by SaintGreg on
Mon Mar 7th 2005 at 5:32am
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Dec 3rd 2004
boromokot, that shouldn't make a bit of difference unless you have a
leak. I do that myself by using nodraw as a base texture, but I
do it because it helps me stay organized with my texturing.