A question that concerns all mappers. -1 reply

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iMETALi

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20th May 2003

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#1 16 years ago

FPS... (Frames per second). This is what I know (Please correct me if I'm wrong) : The framerate or speed of a map is determined by how many triangles the game is trying to draw at any given moment, if there are less complex triangulated areas the fps rate will be higher which is good and the game will run faster. You can have detailed models and shaders etc, in a small area though because a bigger factor in FPS is distance - the players 'line-of-sight'. If you can see down a long street or a huge hall, the framerate drops. So more rooms and less open areas is preferable. Making ALL the brushes DETAIL BRUSHES in your map can be a mistake as the game calculates all the brushes the player should be seeing and detail brushes are technically invisable. So I have some questions :

Default maps such as ffa_ns_streets and ctf_ns_streets (Warring factions) break the distances rule and still have a fine framerate?

Is there a brush ( a portal or something that can be used as an invisable room) to fill in open areas to help framerate?

So fill in the blanks, correct me where I'm wrong etc. :deal:




iMETALi

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#2 16 years ago

Wow 20 reads not a single response, not even an 'uh huh'. Somebody must know something about the subject?




GothiX

No Time to Cry

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18th September 2003

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#3 16 years ago

Ok, you stated some wrong things, and forgot several. I'll try to correct/fill in the blanks for you.

1. Large rooms and long corridors don't affect framerate. They only do when they are very detailed, and therefore have much triangles drawn at any given moment.

2. I thought I missed several things, such as areaportals. Those are placed in doors, so that when the door is closed, anything behind it will not be drawn.

3. Hint brushes. By using these, you'll can manipulate the portal system of your map. If I'd explain this in utter detail, I'd need at least three pages, so I won't.

3. NPC's. If you have many NPC's rendered, you will automatically have more polys drawn, and AI calculated. This also means that your framerate drops. therefore, spawning is the key.

4. CAULK. It makes the engine not render unseen surfaces.

5. Patch meshes. They do NOT affect framerate in a negative way, in fact, they are good for framerate. If you mak a piller, say, 16 sided out of brushes, all 16 sides will be drawn ALL THE TIME. If you made it a patch mesh, it'd use level of detail, and have less polys when you're further away from it.

that's all I can think up fopr now, maybe I'll post more later.




Paradox1

Supreme etc

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10th June 2003

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#4 16 years ago

GothiXOk, you stated some wrong things, and forgot several. I'll try to correct/fill in the blanks for you.

1. Large rooms and long corridors don't affect framerate. They only do when they are very detailed, and therefore have much triangles drawn at any given moment.

2. I thought I missed several things, such as areaportals. Those are placed in doors, so that when the door is closed, anything behind it will not be drawn.

3. Hint brushes. By using these, you'll can manipulate the portal system of your map. If I'd explain this in utter detail, I'd need at least three pages, so I won't.

3. NPC's. If you have many NPC's rendered, you will automatically have more polys drawn, and AI calculated. This also means that your framerate drops. therefore, spawning is the key.

4. CAULK. It makes the engine not render unseen surfaces.

5. Patch meshes. They do NOT affect framerate in a negative way, in fact, they are good for framerate. If you mak a piller, say, 16 sided out of brushes, all 16 sides will be drawn ALL THE TIME. If you made it a patch mesh, it'd use level of detail, and have less polys when you're further away from it.

that's all I can think up fopr now, maybe I'll post more later.

Ah but patches arn't always drawn to full detail. As far as I can work out, the engine renders them to as much detail that it can without significant slowdown.




GothiX

No Time to Cry

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18th September 2003

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#5 16 years ago

So, as I said, They don't affect framerate in a NEGATIVE way. that's some fairytale going around atplaces, but that's as true as the one sayng JK2Radiant is better than GTk.. :p




EXiT

7o'nine

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11th April 2002

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#6 16 years ago

FPS is also affected by some shaders.. having multiple shader passes also causes slowdowns. Such as transparent and any brush-geometry deforming shaders. The engine has to make another pass to render every poly through that transparent shader and thus slow down the number of frames. Physical deformations like some water textures break up the surface of a brush and make it a bunch of tris that move around to give that wavy look to water.

EXiT




iMETALi

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#7 16 years ago

Hey thnx for the posts guys, I feel that there is definitley not enough info out there on this subject. Since posting the first message I've found a few things myself. Right distance doesnt matter - tested and true the map can have long/wide/tall open areas no problem so i take that back. I noticed a slight drop when a cylinder is visable (curves/cylinder) would it be better to use a patch meshe to make it? Trees water and some shaders involving lights or plants cause a bit of a drop - but not if used creatively. My guideline for now is to only have one of these things in each area, and preferably not visable from where any ffa action will take place.




iMETALi

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#8 16 years ago

Oh and for the mappers out there who dont know how to view the FPS, type /cl_framerate 1 (cl_framerate 0 to turn it off) in the console window. There might be other commands but this is what I'm using.




iMETALi

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#9 16 years ago

About those patch mesh comments? Does that go for MD3 models too? cause I'm not seeing any drop whatsoever when I'm in a room full of models. Is it safe to go nuts with them?




GothiX

No Time to Cry

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#10 16 years ago

That doesn't quite go for md3's, though some have LOD stages... And JO can handle a lot.