poor performance with big forests -1 reply

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Guest

I didn't make it!

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#1 11 years ago

Hi its me again :cya:

The map I work on is supposed to have large forests in it like the one on the screenshot:

trees.jpg

The problem is that this causes some kind of lag when I make big changes in my line of sight. It is ok when I make only small mouse movements. My guess is, that it takes some time to load the data to the grafics memory, which causes the lag. I have only 256 MB grafics memory. I didn't try it yet, but this problem could possibly be dealt with by reducing the view distance. At the moment I set it to 1000 m. But I don't want to reduce it!!

So my question to you other mapper is:

Do you have the same problems on better systems? Especialy on systems with more grafics memory. Could I get a better performance if I used only tree models with less polygons and lower texture detail? What view distance is ok with dense forest?




[Waw]Stubbfan

GF makes me horny

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2nd April 2008

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#2 11 years ago

Hoha. Yeah big forest with high density + high viewdistance equals lag. Yeah sure it might lag less on a graphic card with more memory on it.

1000m seems to be a very high viewdistance. I've used 300-600 on my maps, and some of the ones with larger viewdistance is set to 800. (Gazala uses 650 for example). So 1000 is really high. Once you add buildings, undergrowth, 40 players with tanks etc.etc. it's going to lag a lot more. You probably need to lower the density on the forest + lower viewdistance to about half to make it work. It's hard to say because i don't know how many trees you actually have there. I think you should be able to see that when generating overgrowth (some number in the bottom of the editor).

I think FH devs recommended about 3000 trees maximum, but i've seen about 10000 trees on map that still was playable. But with a 400-500 viewdistance set.




Lobo

All your base are belong to FH

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27th April 2003

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#3 11 years ago

Just forget about 1000 distance view, won't work in the next 5 years. For desert maps a reasonable distance is around 600, with trees and grass you must cut the distance even more.

Performance is defined by lot of factors: - view distance - size of the map - type of statics, open and destroyed houses have more polygons in the collisions, if you want big cities you must place lot of closed buildings and be careful with open and destroyed ones. Number and type of statics is important too, you must light them and you don't want an insane number of lightmap atlases. - vegetation, careful with overgrowth (trees and bushes) and undergrowth (grass, stones, etc)----> be conservative with the number of diferent types, too many and you get big atlases, and with density, the undergrowth will generate a big mesh, and it has polygons, and with its view distance. - vehicles, number and not a lot of diferent types, each one must load its texture and files.




Guest

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#4 11 years ago

Oh no! Very sad to hear that. I feared I have to lower the view distance. I have about 60000 trees in the map at this moment :uhoh:. Do you have any rule of thumb how much RAM fh2 should use as a maximum after loading the map? Can I recon that the majority of fh2 players has 2 GB of RAM? Maybe the view distance can be set higher when the 512 graficcards and 4 GB RAM have become the standard.

You mentioned that perfomance will decrease with 64 players on the map. How much will the loss be compared to the empty map?

And last but not least:

[COLOR=Blue]When will the mappers of the world be free to map what they want ???[/COLOR]

:curse::crash:




Natty Wallo

FH2 LevelDesigner

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#5 11 years ago

Knitschi;4694839

[COLOR=Blue]When will the mappers of the world be free to map what they want ???[/COLOR]

you can, in other games... not in BF2.

ViewDistance over 650 is totally pointless... because:

Planes dont need more than that, but if you're making a "forest" map; I guess you want the players on the ground.

Players on ground dont see more than 650m away anyway, because all the trees are in the way.

Reduce to 500m viewDistance, set the fog to start at 250 and end at 450m.

Make the terrain alittle more hilly, just a few dips and peaks here and there will cover the further terrain, making it "feel" like you see very far, which you do in someplaces, but you dont see the forest "end" in the horizon. Set Overgrowth to render 450m

Mapping takes time to learn, keep doing it and you will learn the tricks that makes it so you are "free to map what you want"

:cool: good luck!




luftwaffe.be

The Internet ends at GF

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29th August 2005

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#6 11 years ago

Also you can replace the off map trees with spirtitual replacements since they don't affect the map




Natty Wallo

FH2 LevelDesigner

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#7 11 years ago

what is a "spirtitual replacements" ?




azreal

FH2 Betatester

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15th July 2006

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#8 11 years ago

ahhh all this talk of view distance makes me think of AIX2's op greasy mullet which has a view distance of 10million (more like 2500)




Guest

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#9 11 years ago

I wanted to ask that question too :)

@ deathfromabove2010:

I watched the trailer and it seemed that they only have such huge view distanced in one map, which is a desert map and therefore has not many objects in it which have to be loaded to the grafic memory. But I started to download it to have a closer look at their work :nodding:

I did some "benchmarking" on my map and played around with the different view distances. I changed the following values:

[COLOR=SlateGray]GameLogic.MaximumLevelViewDistance 300[/COLOR] in the init.con [COLOR=SlateGray]Overgrowth.viewDistance 300[/COLOR] in the Overgrowth.con [COLOR=SlateGray]Renderer.fogStartEndAndBase 10.00/300.00/7.00/0.30 [/COLOR]in the sky.con

I also changed the cloud and sky textures in the sky.con to the settings of songhua stalemate.

Now I have sufficient frame rates when moving through the forest.

This screenshot is how I would like to have it: (sky and clouds not changed) grossesichtweite.jpg

This screenshot is how it probably will be: :( niedrigesichtweite.jpg




Eat Uranium

Wyrd bið ful ãræd

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#10 11 years ago

Op Greasy Mullet in AIX does have a long veiw distance because thats the one with the firefox and blackbird on it. I doesn't lag much for me, but then I have a higher than average system and as you say, the map has fewer statics.




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