Slowly but surely... (ODQ3DM6)
not impressed by how this turned out after 20 hours of trying this trying that.
no matter what i tried i just couldn't vis the map properly.
i gained maybe 20 fps on this map sacrificing nice lighting but the map is quite playable.
there are changes to the map but nothing extreme ..some textures were changed and some models and effects were deleted for game flow.
O'dium made a very good map and i tried my best .
the map needs an complete overhaul to work in quake4 properly.
at one point i remade the map getting rid curves,patches and fancy stuff but i looked really plain so i gave that up.
here is the link to beta3 as i call it.
http://www.savefile.com/files.php?fid=7508042
no matter what i tried i just couldn't vis the map properly.
i gained maybe 20 fps on this map sacrificing nice lighting but the map is quite playable.
there are changes to the map but nothing extreme ..some textures were changed and some models and effects were deleted for game flow.
O'dium made a very good map and i tried my best .
the map needs an complete overhaul to work in quake4 properly.
at one point i remade the map getting rid curves,patches and fancy stuff but i looked really plain so i gave that up.
here is the link to beta3 as i call it.
http://www.savefile.com/files.php?fid=7508042
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don't give up ;)
Well, I'm not an expert in terms of optimalization (still fighting with some fps drops on my last map :P) but I believe this map can be optimized much, much, much better, and it's not a question of visportals. Too bad i've got no textures for the map, but I looked at the it anyway and made few points.
First of all: you didn't optimize patches' subdivisions. To do this select a curve, press s and check "Subdivide Patch" option. Then reduce patch subdivisions using sliders below.
BEFORE:

AFTER:

It looks worse, but still fine.
Next, your biggest sin
Caulk brushes under curves don't block the vis as good as they should be. Let's look at this corner:

Now the caulk brushes are placed in that way:

Place them like this, almost along the line of a patch:

Notice that the edge on the left is much closer now, it's actually in the same place where the edge of the patch is.
Don't know why you did it, but there are many curves that overlaps each other. Didn't look at it closer, but in this way you probably force the engine to calculate more shadows. I've "fixed" it and reduced the number of subdivisions:

One more pair of shots. Those show how many polygons you can save with patch subdivisions (curves are still overlapped here though):
BEFORE:

AFTER:

I think you should get a lot of fps after all those procedures. Unfortunately I've got no time to do it by myself (also I'm not a fan of remakes
).
Good luck anyway. It can be done.
First of all: you didn't optimize patches' subdivisions. To do this select a curve, press s and check "Subdivide Patch" option. Then reduce patch subdivisions using sliders below.
BEFORE:

AFTER:

It looks worse, but still fine.
Next, your biggest sin


Now the caulk brushes are placed in that way:

Place them like this, almost along the line of a patch:

Notice that the edge on the left is much closer now, it's actually in the same place where the edge of the patch is.
Don't know why you did it, but there are many curves that overlaps each other. Didn't look at it closer, but in this way you probably force the engine to calculate more shadows. I've "fixed" it and reduced the number of subdivisions:

One more pair of shots. Those show how many polygons you can save with patch subdivisions (curves are still overlapped here though):
BEFORE:

AFTER:

I think you should get a lot of fps after all those procedures. Unfortunately I've got no time to do it by myself (also I'm not a fan of remakes

Good luck anyway. It can be done.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
I haven't looked at the map direct but there are a few more tris to be saved on the floor curves using end caps instead of full tris strips, like so:

You can see a tris strip being used to edge the floor around the curved wall. This can be replaced with an end cap mesh to reduce tris (at the expense of some overdraw). I mocked up a quick radiant example:

I'm not up to speed on Q4's performance specifics so I couldn't tell you how much of a 'real' benefit you'd see with these tris savings, and how much you'd lose to the overdraw.
This screenshot shows what I'm referring to in the bottom-left:

You can see a tris strip being used to edge the floor around the curved wall. This can be replaced with an end cap mesh to reduce tris (at the expense of some overdraw). I mocked up a quick radiant example:

I'm not up to speed on Q4's performance specifics so I couldn't tell you how much of a 'real' benefit you'd see with these tris savings, and how much you'd lose to the overdraw.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
those are some dramatic differences in the number of triangles.
tonight i will try again and hopefully the caulk behind curves could be where i couldn't figure out why visportals wouldn't work properly.
the visportals in the map i linked i know are not done correctly in that version because i didn't delete some overlapping brushes at the bottom of doorways ,when i did they still didn't work anyway so i just left them.
i will redo everything mentioned
tonight i will try again and hopefully the caulk behind curves could be where i couldn't figure out why visportals wouldn't work properly.
the visportals in the map i linked i know are not done correctly in that version because i didn't delete some overlapping brushes at the bottom of doorways ,when i did they still didn't work anyway so i just left them.
i will redo everything mentioned
[color=#FF0000][WYD][/color]
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I assume you're using the performance debug hud? If not, it makes tweaking stuff a lot easier. Info here, just in case:axbaby wrote:i have visportals now but the main room is still drawing too much .. i'll get it done if it kills me.
http://www.iddevnet.com/quake4/LevelEditor_Performance
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