Map Problems
leifbj
Join Date: 2003-03-20 Member: 14733Members
<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.
<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
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-->
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-->
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...
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
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.
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-->
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.