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Old 04-03-2009, 06:23 PM   #1
Bridget
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Nodraw / Optimization

If I nodraw the surfaces in my map that the players will not see, will that improve how well it runs? If not, what can I do to improve how well it runs on older machines or just in general?

EDIT: Shit, wrong sub-forum. Someone move this?
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Old 04-04-2009, 12:33 AM   #2
Crazycarl
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Generally, yes. If vvis hides the face from the player, it will not be drawn anyway. If the player is behind the face, it will not be drawn anyway.

Nodrawing a face makes the bsp smaller, because there's no lighting info saved for that face. If the player is suffereing from low memory, this may help.

However if the face does not touch any "air" inside the map, it will be deleted, and so it doesn't matter what you do with it. Faces on func_details do not get deleted, so you will want to nodraw them whenever they are hidden.

The best thing to do for fps is to design your map so that areas (and the players in them) are hidden from each other by walls. Learn to use hint brushes to maximize the efficacy of vvis.
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Old 04-04-2009, 12:45 AM   #3
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Old 04-04-2009, 09:51 AM   #4
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^what they said.

Turn off the world geometry vis group and nodraw all the faces of func_details that will not be visible by the player. Even faces that that are completely covered by other faces/brushes.

Then turn off func_details visgroup and turn on world geometry visgroup. Here it's enough that you nodraw the faces that will not be visible by the player. The covered ones, or the ones touching the void, are deleted anyway.

You can check ingame with mat_wireframe 1 which ones are still being drawn unnecessarily.

What i do is orange map the whole level first, then texture the visible faces, then do a mass replace off all dev textures to nodraw.

And yeah visblocking is a whole other chapter that should take place before this, but i'm sure you know about that
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