Like to speak with some "optimization experts"

Discuss the industry, development techniques and other general topics

Like to speak with some "optimization experts"

Postby FMPONE on Mon Apr 08, 2013 10:12 pm

Hey guys, so my new map gwalior has decent FPS but not great FPS. I've done some basics with hints/skips/areaportals, but I feel I still have a lot to learn, and the map deadline is in 7 days. So I'm kind of looking for someone with a lot of know-how who can take a quick peak at the map and critique the job I've done with my optimization -- I just want to get it as perfect as possible.

If you're a knowledge person about Source optimization, add me on steam, FMPONE and we can take a look over the map. I'm looking to learn :)
User avatar
FMPONE
Regular
Regular
 
Joined: Fri Jul 14, 2006 12:42 am

Re: Like to speak with some "optimization experts"

Postby Armageddon on Mon Apr 08, 2013 10:57 pm

I can do it, just send me a pm with the .vmf I'll get to it later tonight.
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am

Re: Like to speak with some "optimization experts"

Postby FMPONE on Mon Apr 08, 2013 11:11 pm

Armageddon wrote:I can do it, just send me a pm with the .vmf I'll get to it later tonight.


Very nice :)
User avatar
FMPONE
Regular
Regular
 
Joined: Fri Jul 14, 2006 12:42 am

Re: Like to speak with some "optimization experts"

Postby Fathomless on Sat Jun 08, 2013 6:03 pm

This is more of a bandaid to a level. The level should be designed with corridor(s) that provide some vis control.
Fathomless
Dumpling
Dumpling
 
Joined: Thu Jun 06, 2013 7:48 pm

Re: Like to speak with some "optimization experts"

Postby Botolf on Sat Jun 22, 2013 6:14 pm

If the map is outdoors and the need is drastic, you can bite the bullet and implement a far z clip plane with env_fog_controller (Hard Rain [L4D2] does this, if memory serves). If it's not as severe as that, you can also use giant area portals that serve to portion down (the approach Death Toll [L4D1] takes) the world into what is effectively corridors.
User avatar
Botolf
Regular
Regular
 
Joined: Sat Jan 16, 2010 7:38 am

Re: Like to speak with some "optimization experts"

Postby nub on Sun Jun 23, 2013 4:30 pm

Death Toll had a lot of variation in height, too. I imagine that helped a lot with controlling what was being rendered. If your map is relatively flat, it's probably going to be more difficult to optimize it. For starters, try the far-z clip and some fog to go with it and see how that looks and performs. If I recall, ever since Episode 2 was released, Valve implemented some other methods for large, outdoor environments so they could run smoother.
User avatar
nub
Veteran
Veteran
 
Joined: Tue Nov 15, 2005 1:11 am
Location: Charlotte, NC, US

Re: Like to speak with some "optimization experts"

Postby Botolf on Mon Jun 24, 2013 2:02 am

There's also func_occluder if you really need to cull a lot of models dynamically in wide, open maps (say you have a huge and open forest map).
User avatar
Botolf
Regular
Regular
 
Joined: Sat Jan 16, 2010 7:38 am

Return to Game Development

Who is online

Users browsing this forum: No registered users

cron