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Detail/Structural/Hint/FPS/R_showtris/r_speed etc...........


lukeskywalker1

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Im making an FFA MP map, take a look, this screenshot shows the whole map (i used noclip) moved to a point where you could see the whole thing (look at my r_speed thing at the top) It looks good... considering I heard you were supposed to get about 25,000 in MP (or was it 2,500?!) But look at the FPS, its 15!

 

Screenshot in game, 15 FPS, with r_speed at the top

 

I think the problem is, no matter where i go, the game draws the whole map. I put in hint brushes and antiportals, still.. drew the whole thing. Take a look at the next to shots, the first one is the whole map in GTKs 2-D display. The next one, is just the structural in the 2-D display:

 

GTK Whole Map, structural + detail

 

GTK, Only Structural

 

I think its not working because I have a lot of glass windows (because of this, I cant use areaportals) so... what can I do? I used to get about 50-60 FPS, but then I started adding more advanced details in.... and... of course it dropped. The average FPS is 25...

 

Another thing might be, the sky im using has a cloudlayer, but before, even with the cloud layer, it still had 50-60 FPS. Graphics are on high, just low resolution. Another problem is, I think theres too many portals, take a look at my compilers log:

 

BSP -vis -fast -light -fast

 

2.5.11

1 threads

Q3Map - v1.0r © 1999 Id Software Inc.

Q3Map (ydnar) - v2.5.11

GtkRadiant - v1.4.0 Dec 21 2003 20:42:58

A well-oiled toaster oven

VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/

 

--- BSP ---

entering shaders/shaderlist.txt

 

***EDITED, I deleted the shader part***

 

Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map

entering C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map

0 areaportals

Size: -2768, -3152, -176 to 2712, 2168, 1440

block size = { 1024 1024 1024 }

162 leafs filled

writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.prt

--- WriteSurfaceExtraFile ---

Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.srf

Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp

Storing lightgrid: 0 points

Wrote 3.0 MB (3094540 bytes)

15 seconds elapsed

 

2.5.11

1 threads

Q3Map - v1.0r © 1999 Id Software Inc.

Q3Map (ydnar) - v2.5.11

GtkRadiant - v1.4.0 Dec 21 2003 20:42:58

A well-oiled toaster oven

VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/

 

--- Vis ---

fastvis = true

Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp

Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.prt

932 portalclusters

3220 numportals

2703 numfaces

6440 active portals

0 hint portals

visdatasize:111848

 

--- BasePortalVis (6440) ---

0...1...2...3...4...5...6...7...8...9... (10)

creating leaf vis...

Total visible clusters: 613802

Average clusters visible: 658

Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp

Storing lightgrid: 0 points

Wrote 3.1 MB (3206388 bytes)

12 seconds elapsed

 

2.5.11

1 threads

Q3Map - v1.0r © 1999 Id Software Inc.

Q3Map (ydnar) - v2.5.11

GtkRadiant - v1.4.0 Dec 21 2003 20:42:58

A well-oiled toaster oven

VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/

 

--- Light ---

Fast mode enabled

entering shaders/shaderlist.txt

 

***Deleted Shaders***

 

Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp

Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.srf

Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map

entering C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map

--- SetupGrid ---

Grid size = { 64, 64, 128 }

92794 grid points

37 point lights

33 spotlights

0 diffuse (area) lights

10 sun/sky lights

80 total lights

0 culled lights

--- TraceGrid ---

0...1...2...3...4...5...6...7...8...9... (17)

86 x 83 x 13 = 92794 grid

--- MapRawLightmap ---

0...1...2...3...4...5...6...7...8...9... (1)

325452 luxels

174752 luxels mapped

48483 luxels occluded

80 total lights

0 culled lights

--- IlluminateRawLightmap ---

0...1...2...3...4...5...6...7...8...9... (26)

0 luxels illuminated

--- IlluminateVertexes ---

0...1...2...3...4...5...6...7...8...9... (2)

24421 vertexes illuminated

--- StoreSurfaceLightmaps ---

241008 luxels used

294912 luxels stored (81.72 percent efficiency)

388 identical surface lightmaps, using 11245 luxels

0 vertex forced surfaces

0 vertex approximated surfaces

18 BSP lightmaps

18 total lightmaps

84 unique lightmap/shader combinations

Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp

Storing lightgrid: 92794 points

Wrote 4.1 MB (4324504 bytes)

68 seconds elapsed

 

 

So, yeah... what do you think? How can I raise my FPS?!

 

-luke

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How do I do full vis? like this -fullvis? or what?

 

ill try to compile without -fast, and see what happens. And I checked that thread right before I made this one. When I compare this map, with ravens I use r_showtris 1, and part of the map is drawn, not all of it. But with mine... the WHOLE thing is. Ill try the compile, perhaps it will help.

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well... heres what I just did

 

BSP -Vis -light -super2

 

Looong vis stage, no difference :(

 

As well, why disable verbose mode?

 

whats that?

 

I think im going to throw in some hint brushes. Might help... I just dont want the portal count to go up too high (its already too high)

 

 

EDIT: Added Hint, and my compile was

 

BSP -vis -light -fast -patchshadows -super2 -filter -skyfix -gamma

 

Long compile.... no change. Still draws the whole map. How do I block the vis....?!

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Why would you need skyfix for JA? AFAIK it doesn't need it.

 

As for why disable verbose mode...I was just stating the compile options, -v is optional; the stuff I said was essential.

 

If your vis data is too big then you need to re-think your detail/structural setup. Do you have terrain in that map that has been left structural? Also on large maps, remember _blocksize.

 

Hint brushes do NOT block vis....using hint is to create portals around structural brushes to try to create nodes with less in them. Hint is useless unless it has structural brushes to work around. It's like why bother having vis on a fully open space map, it will do nothing.

 

What you need to do is make everything in this map area detail, then make the skybox structural and the walls of the building structural (along with the roof and floor). That will give you low vis data and something to work up from using hint brushes. Because you've got a building which is quite small and has tons of open windows effective hinting is going to be quite hard if you can't visualise how the portals are working and adapt to them.

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hmmm... ok, no structural windows (i assumed, because it was part of the wall, that it should be structural) but ill change that.

 

BTW, my Vis stage was like, super fast now, so im happy about that :D (thats without -fast)

 

I read this tutorial on Hint Brushes so, Im hoping ill be ok...

 

 

EDIT: I read that your supposed to cover hint brushes with system/skip first, then cover only one face of the brush with system/hint. So, does it matter which side has system/hint on it?

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