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Re: Shipyard 17

Posted: Tue Sep 29, 2015 12:37 pm
by Martinus
Keeping the r_speeds nearly 15k at my map is impossible. The average r_speeds is around 100-150k (originally it was 250k).

Does it will help, if I convert everything what I can to models?
Bad lights (or light options) can cause lagg?

Re: Shipyard 17

Posted: Tue Sep 29, 2015 1:04 pm
by Eraser
Start with the hints sst13 gave. Reduce tesselation of the water and convert the red geometry. Thing is, the red geometry is barely visible while playing the map anyway due to the thick fog.

Re: Shipyard 17

Posted: Tue Sep 29, 2015 1:15 pm
by Hipshot
If you can get it down to say 40-50k max tris that would be good.

Re: Shipyard 17

Posted: Tue Sep 29, 2015 3:19 pm
by KittenIgnition
Lights generally don't cause any additional lag because we use lightmaps here, so it will only impact compile time. Go crazy; lighting also has the greatest visual impact.

Re: Shipyard 17

Posted: Tue Sep 29, 2015 6:13 pm
by Martinus
I changed the waters shader and however I'm not deleted the background buildings as how sst13 advised, but added some non-visible brushes, which blocks the vis. Now, the background buildings only can visible while the player on the roof near the portals.
Also decreased the _farplanedist drastically.
Now the average r_speeds are between 50k-110k (on my shitty laptop it causes 20 fps instead of 3-4)

Does it helps if you change the r_primitives to 2?

And how is the guns works?

Re: Shipyard 17

Posted: Tue Sep 29, 2015 11:23 pm
by Martinus
Could somebody test it please:
https://www.dropbox.com/s/3ctkzryuukid8 ... t.pk3?dl=0
(original package required.)
I did what I could...

Re: Shipyard 17

Posted: Wed Sep 30, 2015 2:04 pm
by AndyW
del

Re: Shipyard 17

Posted: Wed Sep 30, 2015 2:39 pm
by Martinus
:p
You're kinda funny!
So then it's not that laggy anymore? That would be great.

Re: Shipyard 17

Posted: Fri Oct 02, 2015 3:47 pm
by CZghost
You did not make any changes to the structure, just removed all entities standard Q3 does not support and so on? That's pretty good performance boost. So sad it does not work for Entity Plus, it is great idea of battle with boss :)

Re: Shipyard 17

Posted: Sun Oct 04, 2015 3:22 pm
by Martinus
I did a little reconstruction, and in the pack, there's a boss fight map already.

But, there's an update for the mapS, download link at the first post!

What's changed?
-Decreased detail brush number (preventing LOD)
-New light options
-Changed water shader
-Background buildings (only visible while you are on the roofs)
-VIS changes (re-hinted and added some invisible walls to block the VIS more often)
-A little fun:

Why do the chicken cross the road?
Because there's no fog!
Gahhahahaha! :clownboat:
(But the chicken also mist that.)

Re: Shipyard 17

Posted: Tue Oct 06, 2015 3:12 pm
by CZghost
Still too dizzy on my set up. Maybe I will have to do some cleanup :D

Re: Shipyard 17

Posted: Tue Oct 06, 2015 6:36 pm
by AndyW
del

Re: Shipyard 17

Posted: Tue Oct 06, 2015 10:17 pm
by Martinus
Try enabling r_smp and set r_primitives to 2.

I'm also want to know my changes are helped the performance or not.

Re: Shipyard 17

Posted: Wed Oct 07, 2015 1:50 pm
by CZghost
AndyW wrote:If it looks like this then maybe.. Yeah! :olo:

[spoiler][lvlshot]http://compnewbie.com/wp-content/uploads/2013/09/dirty-computer-fan.jpg[/lvlshot][/spoiler]
Oh yea, that too :D :D I'll do it during Saturday or Sunday, with compressed air :) And I meant cleanup in software (remove unwanted programs and unused registers) :)