Map Problems

leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
edited May 2003 in Mapping Forum
<div class="IPBDescription">Low FPS</div> I'm having some problems with the FPS on my map. Normally I get 80-100, yet when I get to this certain part, it drops to 50 or less when I am in it. Other people have also reported a huge loss in FPS and choppiness. And yet, I have the textures set to 3x the scale, and the r_speeds rarely go over 600 in that area. I have the cull distance set to 1400.

<img src='http://www3.telus.net/bjornsta/lowspeed.JPG' border='0' alt='user posted image'>

Any ideas? I'm stumpted. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

EDIT: I just also noticed that the FPS seems to fluctuate. IE: 50 for a bit, then down to 20, back to 50 for a bit, etc. fairly fast.

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I've really got no idea, epoly and wpoly are both fine!
    I would however like to know why you have green text, and how to get it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    <!--QuoteBegin--The Real Quasar+May 22 2003, 12:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ May 22 2003, 12:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would however like to know why you have green text, and how to get it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Isn't that normal? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    it should be yellow s:/ You got any dynamic lights in that area, like a strobe effect or something?
  • FarsightFarsight Join Date: 2003-01-08 Member: 12022Members
    hmmm you dont have a leak do you? you have done a full compile? Hmm is there any particles used in that area. Thats all i can think of.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    No leaks. (it would be fullbright if there was a leak <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
    I didn't do a full compile, I have vis normal, and rad with -chop 128 to have a faster compile.
    No particles used.
    I have one dynamic light. Would this cause choppiness? It is set to slow pulse I believe, where it slowly fades in and out.

    Would the fact that it is a large open area be the problem? I also have a large sky above it. But I don't see how a large sky could cause choppiness...
  • UnknownheroUnknownhero Join Date: 2003-03-01 Member: 14186Members
    You are in luck. Its the size of the room not anything else

    a small room with 600wpoly has better performance than a big room with 600wpoly

    I read an article about that. So when you do huge areas. You need to keep the r_speeds way down or suffer
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    So, I will have to make the room smaller then... great.

    Also, I am over 32000 patches, I think near 63000, so would it make an FPS difference if I put it through the optimizer? I was thinking that that might be the problem.
  • UnknownheroUnknownhero Join Date: 2003-03-01 Member: 14186Members
    i don't know if patches have anything to do with it. Just play around and see
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    also a null tex ture that allows you to see outside teh level would creates a simlilar fps drop to a leak though usually not as bad
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    I think the green text is a sign of Counter-Strike retail. Might be wrong. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    Nope, no CS retail. I AM running in singe player mode though...

    But that is off topic. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    some other lag causes to fps, which may or may not apply:

    transparent textures: glass, see-thru, water = these often cause your video card to take an extra pass (or MORE), 2x (+) the rendering time of textures seen <b>thru</b> them. client lag.

    entitys - moving trains, swaying pendulums, randomly striking Beams - these all cause some client lag due to the need to continuosly calc all the info. net lag especially gets hit by the need to synch all CPUs.

    not running RAD - rad during its work tends to "clean up" the VIS info, i understand. if you don't run RAD you may get weird fps lag.

    other things that cause extra CPU/vid card work: animated textures, scrolling textures, resizing textures, textures using non "16,32,64,128,256" dimensions(extra resizing). may or may not cause minor client lag, depending on video mode/card.

    func water - if too big it tends to be rendered from everywhere. hidden client lag.

    SKY - too much of it INSIDE a level (as an invisible brush) can cause a FPS hit to the client. on the outside edge not usually.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    Well, I do have a rather large sky, and a platform entity. I guess I'll try to lower the sky, and I might just have to get rid of the lift. We'll see if that fixes the problem.
  • FarsightFarsight Join Date: 2003-01-08 Member: 12022Members
    whats that command now r_wireframe 2 i think . Or is it r_drawwireframe 2 hmm something along those lines. im 80% sure its r_wireframe 2.
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