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de_map_beta1

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BETA1 of my first DE type map. Low FPS, needs Optimization.

This is the first beta version of my DE map. The layout is completed, it is balanced the way I wanted it, most of the textures and props are in place but not all of them.

http://www.filefront.com/14679289/de_map2.rar

Problems with this beta:
1. Low FPS due to most parts of the level being rendered at the same time through the walls.
2. Needs to be optimized correctly in order to solve problem #1.
3. Needs more beta testing to ensure balance is perfect for the DE style.

****TASK:****
I need my fellow studio members to help me out here. I really have tried everything I can think of to optimize this map but the FPS is still horrible. In the download I have included the .BSP and the .VMF files. PLEASE look at them and examine what could be the problem.

If anyone can tell me how to optimize this map, OR optimize it for me and send me the fixed .VMF I will give YOU plenty of credit when I release the map's final version. Again, I really need HELP on this! Thank you.
********

Comments

  • Bobpoblo avatar
    Bobpoblo Offline
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    7 years ago:
    I just released an official beta version of this map.

    Check it out here: http://www.fpsbanana.com/maps/113940
    Life Is Good
  • Bobpoblo avatar
    Bobpoblo Offline
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    7 years ago:
    I got the Areaportals working properly now and overall fps is way better! Thanks for the help Lost!

    Look for a real beta version released soon.
    Life Is Good
  • Logan Dougall avatar
    Logan Dougall avatar Offline
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    Logan Dougall avatar
    Logan Dougall
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    7 years ago:
    Okay then, they should be fine and do what you need to. Basically hints split things up nicely but things can still be rendered 'en mass' for most areas regardless of hints. Areaportals are much more strict in culling visleafs and making sure those extra ones are removed.
    ÜberStylers {...} ~/clubs/1947
  • Bobpoblo avatar
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    7 years ago:
    Posted by Lost

    Wait, you mean that if a person were to stand on the left side of the map they could throw a grenade and it could make it to the right side through the air?

    You won't be able to use areaportals for any ourdoor spots then, only the interiors.

    The skybox should conform with the shape of the paths themselves so they don't share the same open space above them. That's why things render all at once.


    Sorry, I said that wrong. The skybox does conform to the wall's edges for each area.

    I'm in the middle of doing the area portals right now and its looking promising so far, gotta work it out more as I'm not used to using area portals. I'll let you know if its a success.
    Life Is Good
  • Logan Dougall avatar
    Logan Dougall avatar Offline
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    Logan Dougall
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    7 years ago:
    Wait, you mean that if a person were to stand on the left side of the map they could throw a grenade and it could make it to the right side through the air?

    You won't be able to use areaportals for any ourdoor spots then, only the interiors.

    The skybox should conform with the shape of the paths themselves so they don't share the same open space above them. That's why things render all at once.
    ÜberStylers {...} ~/clubs/1947
  • Bobpoblo avatar
    Bobpoblo Offline
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    7 years ago:
    Posted by Lost

    Some options to help with FPS,

    Areaportals:


    had to make a few guesses as to how things were connected.

    Aside from that I would say if you have too many models in spots to use some model fade settings to remove them while at a great distance. Not too much or you'll make the problem worse with too much fading going on at once between solid/transparent.


    Lost,

    I will try the area portals to see if they work, I have hint brushes in those exact spots already too. I'll post here if that solves the problem, but I am thinking that the problem lays deeper than that. According to +showbudget the models arn't the problem, but the world brushes.

    I am starting to think that somehow my visleafs can see each other from across the map and that's why they are rendering so far away. If the skybox on the tops of each area are not level, would that cause this type of problem? My map is taller on the left and right sides and goes down in elevation as you get to the middle.
    Life Is Good
  • shoxyy avatar
    shoxyy Offline
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    7 years ago:
    Awesome dude !
    it's just shoxy! avatar
    Mantra
    it's just shoxy!
  • Logan Dougall avatar
    Logan Dougall avatar Offline
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    Logan Dougall avatar
    Logan Dougall
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    7 years ago:
    Some options to help with FPS,

    Areaportals:


    had to make a few guesses as to how things were connected.

    Aside from that I would say if you have too many models in spots to use some model fade settings to remove them while at a great distance. Not too much or you'll make the problem worse with too much fading going on at once between solid/transparent.
    ÜberStylers {...} ~/clubs/1947
  • ExtraOrdinary avatar
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    7 years ago:
    Posted by Bobpoblo

    Here is the link to download: http://www.filefront.com/14679289/de_map2.rar

    Like I said in this WiP description, I need help getting the FPS higher! Please check it out and see if anyone can find out why the whole map is rendering at once.


    Nice, will try it out, though if you go bac kto the project page of this map, and if you scroll down you see: Upload DevFile, that's where you add you map ^^ Just so you know, cause you odn't have to upload it on the net, and when you upload a DevFile only the members of the studio can download the map.
    Proud GTX285 User (02 June 200 avatar
    Mantra
    Proud GTX285 User (02 June 200
  • Bobpoblo avatar
    Bobpoblo Offline
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    Report post
    7 years ago:
    Here is the link to download: http://www.filefront.com/14679289/de_map2.rar

    Like I said in this WiP description, I need help getting the FPS higher! Please check it out and see if anyone can find out why the whole map is rendering at once.
    Life Is Good

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Posts
13
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3,154
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Date Added
7 years ago
Oct 8 2009 @ 4:00am UTC
Date Modified
5 years ago
Oct 14 2011 @ 7:11am UTC
Date Updated
7 years ago
Oct 8 2009 @ 4:00am UTC

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