wedge2211 Posted January 2, 2003 Posted January 2, 2003 If I have a REALLY big open space, and I put a global fog in the level, will it increase the frame rate because less of the space is drawn, or decrease the frame rate because it's fog?
Gonkish Posted January 2, 2003 Posted January 2, 2003 That depends on what you do. Global fog is just fog. It does not block the vis. When used in conjunction with a "foghull" (which is only available by compiling with q3map2), THEN it starts to have an advantage fps-wise.
Emon Posted January 2, 2003 Posted January 2, 2003 You can distancecull and world fog with normal SoF2Map, it was done in yavin_swamp. I haven't done much testing, but so far it seems more efficient (my way, which works for both compilers).
WhiteShdw Posted January 4, 2003 Posted January 4, 2003 How do you activate distancecull again? I believe I read about it in a Worldspawn thread somewhere, but i can't find it anymore.
Emon Posted January 4, 2003 Posted January 4, 2003 It tells you how in the worldspawn entity description.
Wudan Posted January 4, 2003 Posted January 4, 2003 In SOF2Map it's just a switch - something like -distancecull, or something. I forget, but I remember doing it. (i forget because i use q3map2)
Recommended Posts
Archived
This topic is now archived and is closed to further replies.