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Old 05-04-2008, 05:20 AM   #1
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Pitfall Optimization

Did a bit of work. Download and test the FPS.

Has the FPS increased overall? In which places has it increased (and by how much)? In which places are there still problems?

ff_pitfall_fps1

This is just an FPS test build; it is not meant for playtesting.
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Old 05-04-2008, 05:57 AM   #2
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Old 05-04-2008, 07:55 AM   #3
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Old 05-04-2008, 09:39 AM   #4
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Thanks geo. Could you try the same areas, but with these console commands?

mat_drawwater 0

r_3dsky 0

r_drawparticles 0

Each seperately would be best. I don't need screens, just average FPS values from the yard.

So like:

Now: 100 fps
Water off: xxx fps
3dsky off: xxx fps
Particles off: xxx fps

All 3 off: xxx fps

Thanks.
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Old 05-05-2008, 01:39 AM   #5
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Would help if all those shots were taken on the original map also to compare fps improvements. Who knows what FPS he got on the old one?
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Old 05-05-2008, 04:34 AM   #6
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Now: 170-180 fps
Water off: 200-220 fps
3dsky off : 170-180 fps
Particles off: 170-180 fps

All 3 off : 230-240 fps
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Old 05-05-2008, 05:11 AM   #7
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Quote:
Originally Posted by PartialSchism
Now: 170-180 fps
Water off: 200-220 fps
3dsky off : 170-180 fps
Particles off: 170-180 fps

All 3 off : 230-240 fps
Thanks Partial
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Old 05-05-2008, 05:42 AM   #8
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This is what i get on the original release.

Now: 150-160 fps
Water off: 200-210 fps
3dsky off : 170-180 fps
Particles off: 170-180 fps

All 3 off : 210-220 fps

*all this was taken from one spot underneath the window looking directly towards the center of the yard.

Happy to help squeek. I <3 this map... too bad it hardly gets play time :\
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Old 05-05-2008, 12:57 PM   #9
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areaportals do help quite a bit btw. Might wanna try using them (seemed as though you hadn't yet). I think your choice of displacement and detail brushes and generally the way you have done the front of the base isn't necessarily the way I'd have done it (not to say that I would be right). Seems to draw more of the inside of the base than it should be. A few more stratigically placed hint brushes would sort some bits out too. In my level I chose to put layers of hint brushes across my midmap at heights above jump height as some leafs at the front of the bases go quite high and cause it to render quite a few things that the player cant actually see.

I'm guessing you understand how all these leafs and things work.

I'd paste my fps but I'm at home on my old PC.. FF isnt that playable!

Though please take what I say atm with a pinch of salt, busy 5 days and was out last night drinkin, not recovered yet. Need to get back to good uni PC with some fresh eyes.

Love the map though, really enjoyed it in TFC, not played it in years.
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Old 05-05-2008, 02:42 PM   #10
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Yeah elmo...I don't think Squeek did the original pitfall, just the remake for FF so he didn't really have any artistic freedom.

Glad to see your working on this squeek...I'll try to get you some values asap.
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Old 05-05-2008, 05:17 PM   #11
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Quote:
Originally Posted by Elmo-
areaportals do help quite a bit btw. Might wanna try using them (seemed as though you hadn't yet). I think your choice of displacement and detail brushes and generally the way you have done the front of the base isn't necessarily the way I'd have done it (not to say that I would be right). Seems to draw more of the inside of the base than it should be. A few more stratigically placed hint brushes would sort some bits out too. In my level I chose to put layers of hint brushes across my midmap at heights above jump height as some leafs at the front of the bases go quite high and cause it to render quite a few things that the player cant actually see.

I'm guessing you understand how all these leafs and things work.

I'd paste my fps but I'm at home on my old PC.. FF isnt that playable!

Though please take what I say atm with a pinch of salt, busy 5 days and was out last night drinkin, not recovered yet. Need to get back to good uni PC with some fresh eyes.

Love the map though, really enjoyed it in TFC, not played it in years.
Yeah, I've got some ideas on how to get FPS a bit higher in the areas geo posted. Areaportals I'll have to try out. I tried them a long while back and didn't really see any improvements, but that was a LONG while back.
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Old 05-05-2008, 05:42 PM   #12
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no no you got me wrong satan

I didnt mean how it looks. It looks great. I mean the choice he made of which brushes should (or shouldn't) be details/displacements/world geom for optimisation purposes

And squeel I have a feeling that you wouldnt see much improvement with area portals unless it was already optimised to a reasonable level before hand, with correct world geometry and hint placement. hard to explain what I mean.

I think you'll understand. I dont mean to be sounding critical, I want to help I cant be sure whats what without seeing the vmf - had to figure it out using mat_leafvis r_drawdisp etc etc. I only have a vague idea of how hes put it all together.
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Old 05-05-2008, 06:37 PM   #13
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Quote:
Originally Posted by Elmo-
I didnt mean how it looks. It looks great. I mean the choice he made of which brushes should (or shouldn't) be details/displacements/world geom for optimisation purposes
Displacements were used in place of detail brushes in many cases because of brush limits. I'm right up on the edge of them constantly.

Quote:
Originally Posted by Elmo-
And squeel I have a feeling that you wouldnt see much improvement with area portals unless it was already optimised to a reasonable level before hand, with correct world geometry and hint placement. hard to explain what I mean.

I think you'll understand. I dont mean to be sounding critical, I want to help I cant be sure whats what without seeing the vmf - had to figure it out using mat_leafvis r_drawdisp etc etc. I only have a vague idea of how hes put it all together.
Theres still a bit I can do with hints, but I think it's drawing only what it needs to in most instances. Compare it with the original release and you'll see how much the vis has improved.
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Old 05-05-2008, 07:48 PM   #14
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yeah man as I said I can only speculate on how things have been done and why! That does explain alot and now I understand your problem.

Brush limits suck. I'm at 94% on my map now. Need people to convert things into props for us mappers - trying to learn 3dsmax so I can do it myself. Luckily living with 2 games design students means they can teach me. Still takes a while though
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Old 05-05-2008, 11:52 PM   #15
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Quote:
Originally Posted by Elmo-
Brush limits suck. I'm at 94% on my map now. Need people to convert things into props for us mappers - trying to learn 3dsmax so I can do it myself. Luckily living with 2 games design students means they can teach me. Still takes a while though
I offer this service. It's pretty easy.
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