| Messing around with map optimisation | |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Messing around with map optimisation Mon May 04, 2009 10:06 am | |
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Last edited by Shinanigans on Mon May 04, 2009 8:08 pm; edited 2 times in total |
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your dog FTW Clan Member
Posts : 3060 Points : 9268 Join date : 2008-10-28
| Subject: Re: Messing around with map optimisation Mon May 04, 2009 10:19 am | |
| yeah, it seems any unnecessary details impact performance a fair bit. especially stuff like lights or trees which generate effects or have quite alot of detail involving animations. |
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ifweavfnya Guest
Posts : 710 Points : 6420 Join date : 2009-01-03 Location : Where you least expect it
| Subject: Re: Messing around with map optimisation Mon May 04, 2009 10:25 am | |
| can you make a post showing the same shots in the full version of beach? i think quacks should think about doing something like this on his map, its a major performance killer |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Mon May 04, 2009 11:28 am | |
| Those are the original version of beach and my "V2" version. It's better if you save the pics and view them in gallery thingo so you can switch between them to see the differences. So far the biggest performance killer is the prefab buildings, because they've got so much random shit inside them. Think about all the little flasks and buttons and shit that's in the proto alone, let alone the carrier! I also found a neat little feature that can be used to stop rendering inside/outside buildings that i'm going to fiddle around with. Might mean that when you're inside a building it runs sweet as, and when you're outisde it doesn't draw what's inside buildings, so that might make prefabs less hitting on performance. The tree's don't actually hit performance much unless you're close enough to them, what i wanna do is maybe scatter those mountain trees out a bit more, instead of just removing large clumps of them and leaving it bare. But the exercise proved worthwhile as those are pretty decent performance improvements for just removing a shitload of decals/objects, 2 or 3 buildings and a bunch of trees |
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cosmic Senior FTW Member
Posts : 2001 Points : 8115 Join date : 2008-10-08 Age : 51 Location : The cosmos
| Subject: Re: Messing around with map optimisation Mon May 04, 2009 11:46 am | |
| Nice work/find Shin, this will come in handy for performance optimisations. What ever happened to RealMod? Now that Wars supports Mod upload can you give it a whirl? We tried the Hawkeye Mod to make Wars same as Crysis and it worked well. The sky is the limit now!! Cos. |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Mon May 04, 2009 12:17 pm | |
| Yeah mate, still got all the files for it. Gunna keep messing around with these maps tonight... at least the Laptop can do that much heh. |
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Lilboots Guest
Posts : 2081 Points : 8058 Join date : 2008-11-17 Age : 37 Location : Brisbane
| Subject: Re: Messing around with map optimisation Mon May 04, 2009 3:36 pm | |
| hey thats pretty good research there, it would be good to see a fully remade map with less details would run on my pc,
if you give me a map with all that shit gone let me know i woould like to see it go |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Mon May 04, 2009 4:11 pm | |
| If you have just a flat map with nothing in it then you'd run at like 200+ fps. Be fun to make just an arena map with just absolute minimal stuff for TIA. I'll upload the/a map once it's done so can try it out |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Mon May 04, 2009 9:31 pm | |
| I've appropiately named the next file; "fuck me, crytek"... Sorting through the objects list i came across a gas station, which i couldn't recall seeing on Tarmac. That's because the fucking thing is UNDER the map. /facepalm. Seriously, what kind of muppets have Crytek got making these maps?? "We know our engine runs shit, so who gives a shit about optimisation, really..." |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Tue May 05, 2009 9:32 am | |
| You mean cut the entire map size down to just the accessable area? I've tried resizing like that and it seems to always cut into the area i want to stay. I dunno if you can specifiy where it cuts, which is kinda gay. |
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your dog FTW Clan Member
Posts : 3060 Points : 9268 Join date : 2008-10-28
| Subject: Re: Messing around with map optimisation Tue May 05, 2009 11:10 am | |
| wow its kinda sad how slack they are, i thought i was bad.. |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Tue May 05, 2009 5:09 pm | |
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your dog FTW Clan Member
Posts : 3060 Points : 9268 Join date : 2008-10-28
| Subject: Re: Messing around with map optimisation Tue May 05, 2009 5:18 pm | |
| you know, the engine and editor seem pretty good
its just crysis hire half asses to make the maps. |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Tue May 05, 2009 5:20 pm | |
| Yeah, well the engine should automatically occlude this example here, but nup. Then again, the staff created the engine, so ultimately they're to blame anyway. There's a lot of power, they just either too lazy or don't know how to control it. What's really disappointing is that this is a new map, after they had like a year to perfect their map making and they still failed hard at it. Oh well, i'll just keep hacking and tinkering |
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your dog FTW Clan Member
Posts : 3060 Points : 9268 Join date : 2008-10-28
| Subject: Re: Messing around with map optimisation Wed May 06, 2009 4:34 am | |
| its 'no idea' not 'know'..
tut tut wounded! |
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your dog FTW Clan Member
Posts : 3060 Points : 9268 Join date : 2008-10-28
| Subject: Re: Messing around with map optimisation Wed May 06, 2009 5:10 am | |
| btw you should FUCK YOU wounded... lol
actually i better not annoy a forum admin. then again quacks already pulled that witchcraft you just did there to hide his tracks in the past, im on to you.. -_-" |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Wed May 06, 2009 8:52 pm | |
| Basically the "area occlusion" is like an invisible wall, anything behind that wall doesn't get rendered, and thus you get more frames. Sometimes the ground texture doesn't automatically do this and it starts rendering stuff that you can't see on the other side of the hill... manually adding these walls in fixes the issue |
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FooisM Guest
Posts : 156 Points : 5841 Join date : 2009-05-07
| Subject: Re: Messing around with map optimisation Thu May 07, 2009 4:25 am | |
| Yeah what ever shin. Go put some lights inside buildings. |
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Shinanigans Guest
Posts : 281 Points : 6016 Join date : 2009-03-29
| Subject: Re: Messing around with map optimisation Thu May 07, 2009 7:00 pm | |
| Thought i could smell an unwashed vagina. Hi foo! Yeah Wounded, you add them in manually in areas that you want |
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