I thought in deisels tutorial, you WANTED all brushes not touching the void to be detail in order to increase frame rate? Am I wrong or is he?
You don't want ALL brushes that don't touch the void to be detail...just the stuff that you'd called "details"....I mean a wall separating two rooms isn't a detail right? Even if it doesn't touch the void it is still a wall and should be structural. It's interpretation :p
O.k. here is what I learned. All detail brushes are invisble to the vis compiling process, thusly making it compile faster. How ever, the detail brushes in game are invisible to the engine, so what does that mean? Well, let's say you in a room, with a city outside of that room. If the walls of the room are strucutral, (visible to the engine)( than the computer will only render what it see in that room, giving you a higher fps. Now if the walls of that smae room are detail brushes, the engine sees through them and not only renders what is in the room, but also what is outside the room, lowering the fps rate. So as a rule of thumb, you want to make all small brushes, like stairs and poles, ext, things that a player can see around easily, detail. but things like walls, buildings, large structures that hinder view, structural. So an efficiant map has a balance of detail and structural brushes. So deisel was wrong in saying you want 95%+ of the brushes in your map detail...just the smaller ones that do not hinder view.
What if you made a room with 6 wall brushes but office chairs, desks, lamps, computers and such, I'd say that'd be above 95% detail :p
lol sorry had to be said...he's not wrong, it just sounds like a seriously high number...it will be quite closely true for detailed maps however.
actuelly i start making all detail and then making structual.. :D
as said before...
sorry just had to be said..