R_speeds
SnakeUb
Join Date: 2003-07-02 Member: 17871Members, Constellation
<div class="IPBDescription">how can i improove them</div> it was pointed out that on my map (ns_2fortsb5) the r_speeds were a bit poor and it was causing lag although this didnt cause any problems on my pc it is lagging up sum ppl making it not very server friendly how can i improove the r_speeds and the fps in my map.
Comments
General causes of high r_speeds:
- Unscaled textures (not that much really)
- Very large open areas
- Very complex brushes
- Lots of entities in one area
- Moving entities (doors, trains, fans)
- Very large func_walls/func_water etc
When people say the r_speeds are bad they are generally referring to the w_ploys, which is the main cause of low fps. What causes high w_ploys is being able to see large areas. I saw the screenshots of your map, snake, and this is most likely the problem, you a large outdoor area by the looks of it and so you can see a long distance. Thing about how many large open areas there were in the official maps, hardly any. Because of the basis for your map I'm not really sure what you can do to reduc your w_polys however, maybe I'll take a look at your map and see.
I just took a look a your map and I think it's obvious what the problem is, let me double check in game and I'll get back to you, this should be fixable.
And now back to the presentation....
Also, why on earth do you have your tiled textures scaled down? You tiled wall textures like NOS_SUBWALL2I3 and out_w5 should be 1x1 scale or larger. When you scale down textures you create more wploys, so you shouldn't scale down unless it's for good reason.
I just took a look a your map and I think it's obvious what the problem is, let me double check in game and I'll get back to you, this should be fixable. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's not my map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (thank you, thank you, thank you :x :x :x)
Another thing that causes really bad r_speeds is having brushing touching other brushes. If you have a small square brush on top of a larger square brush, vis will cut the large block up into segments at each place a corner touches (proper name is vis_leafs (lowering these also makes your map compile a lot faster.)) That's what gives you those little pixely white lines you might see around on some maps.
Solutions:
- Make things touching walls/floors/ceilings a func_wall (best for small things such as signs.)
- Move the object 1 pixel from the wall/floor/ceiling.
Edited for clarity, happy?
Brush fragmentation is a complex issue, it's done to by the compile tools to increase frame rates, even though it increases w_polys at the same time. This isn't much of a problem on this specific map however, as the geometry is rather blocky. The way his level is set up I believe that changing the existing func_walls but to worldbrushes, though it would cause fragmentation, would improve frame rates. The thing at the bottom of the lake however, is not only high-poly but is causing quite a bit of fragmentation. Turning this into a func wall would be an improvement.
Also making it an entity, as opposed to moving it 1 unit away, is a better solution because by moving it 1 unit you're essentially tricking the compilers. Though the best solution of course is to design your map so you don't need to worry about things like this.
Moving something one unit away is entity saving, especially because people do not notice anyway, if you have a large entity map it's best to do it than make lots of func_walls. I don't see how tricking the compiler effects anything? < That's not meant to sound bitchy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
and this is wot i did
- Removed tram from under water
-uped scale of textures
- made blocks not touch
- removed the 2 func_walls
- lowerd vis distance to 4500
this is wot happened
- peak wpolly fell from 900 to bout 580
- file size more than halved for bsp
- compile time fell from 1hout 10 mins to 2 mins
- my fps rose from 40 avg to 95
thanks guys
a rerelease is gona happen now
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<a href='http://www.angelfire.com/ns2/snake_ub/ns_2fortsb5.htm' target='_blank'>http://www.angelfire.com/ns2/snake_ub/ns_2fortsb5.htm</a>
if ne1 has any problems with it that they know how i can fix plese tell me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
thank you all for your help i have learnt a lot about mapping this last few days
(NB ive been mapping for 1 1/2 weeks lol)
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i didnt change it at all b4 then hammer must have generated a high distance cus of the large room i just lowered it when i was looking for things to downgrade weird.