It is currently Fri Mar 29, 2024 1:09 pm
jangalomph wrote:Wise words from a wise man. ^
jangalomph wrote:Wise words from a wise man. ^
jangalomph wrote:Wise words from a wise man. ^
Gambini wrote:@stopdapoop: How affects then fadeout distances for models regarding, again, performance?
And.. How is it that I converted a choppy map (average 15fps) into a well optimized map (30-40 fps) by merely adding a big occluder brush where a large building was and by adding lods to my models? And I´m talking of a lot of repeated models like bushes and fences.
And why then Valve uses up to 8 lod models with small polycount jumps (about -100 per lod in a 8000polys model). Aren´t they aware of all that?
No rethorical questions. I just want to learn too.
sorry for the late reply, I've been projectile vomiting and sweating enough water to fill a pond for the past few days.
gambini wrote:Take a look at the stove in ep2 props/forest/stove01. It doesn´t have a short jump as i mentionted but it has 7 submodels (ref+6 lods) although the polycount in the last one is ten times lower than in the ref. But according to your theory, that model is unoptimal.
In the usual case where one finishes before the other, the faster one will literally do nothing until the slower one finishes.
bekey wrote:Someone copy paste this conversation to a new thread and maybe make a visual representation of the summary.
gambini wrote:Except Vsync is enabled.
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