Question:
I love ur maps, I am a mapper myself and I have 1 problem no matter how much I optimize my map for better fps etc I have to cut down my detail to have a good frame rate map, but urs are very nice lookin and good fps, how do u do that m8?
Answer:
Actually our maps are optimized for 2 weeks. It’s a long process (especially with all the full compiles). you have to know everything about optimization and use every trick thats possible.
this includes:
1. minor changes to the layout to block line of sight
2. hint brushes to support 1.
3. models with LOD (level of detail)
4. fade out distance for models
5. if everything else fails, occluders for models
6. no draw brushes (blocks LOS) behind displacements
7. skybox brushes (blocks LOS) in the air
8. take in account, that func_detail doesnt block LOS
9. func_detail for complicated brush work (stairs etc.)
10. create models instead of over complicated brushwork
11. avoid some special effects, try to use cheaper versions (e.g. point_spotlight is no-no)
12. avoid too many physics objects
13. nodraw on everything unseen (flat roofs)
14. use playerclips to prevent the player climbing too high and to support 13.
15. use areaportals like 4. but for brushwork too
16. use clean brushwork, no useless cuts
17. avoid large open-air areas with lots of models
some more detailed hints:
2. create a horizontal hint brush a few units above player head for every floor plus one hint brush a few units above jumping players head.
sometimes its even worth to use a small diagonal hint brush to cut off 2-3 high detail models for one small specific viewing angle, if the fps are really bad at this point. you can see this in fire, bomb B, near the stairs looking to mid exit. the ivy on the right side is cut off as long as possible.
1. if hint brushes arent enough dont be afraid to change the layout. long viewing distances are always bad for fps. so if you can see another room far away just through a small gap close this gap with world brushes.
5. use occluders with care, they eat up performance aswell. so double check if they are worth their usage.
14. this is used alot on fire. try to climb up at fences and walls (low gravity just to test) und you will see, you get blocked. this prevents lame camper/sniper spots AND noone cries about their bad fps doing this.
15. this is used on fire in the red house at T spawn with the crane hook inside. you can see this house from the spiral stairs @ A. normally you can look inside trough the windows on top. but what would you see? nothing. so theres no reason to allow the player to see inside. all he can see is a fake texture, the room itself is blocked out. go into spectator mode and fly towards this house and you can see the switch. however the player cant see this switch, cause he is inside or cant see the house, when this switch happens.
8. sometimes you really need the LOS blocking from a door frame. in this case dont make it func_detail.
4. if you can see models around corners and this is the longest distance you can see these models in the whole map, fade out distances are the best solution. in fire from T spawn take the right upper route until you get to the “casey was here” decal. turn around. turn on wireframes. now slowly walk the way back and watch the pipes at T spawn fade in.
I hope this helps. always find your worst fps spots, turn on wireframes and find the things that the player cant see but are drawn. now come up with an idea to blend these things out with all the techniques you know.
Stard00d
d00ds.com