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Detail/Structural/Hint/FPS/R_showtris/r_speed etc...........

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 shukrallah
04-26-2004, 3:53 AM
#1
Im making an FFA MP map, take a look, this screenshot shows the whole map (i used noclip) moved to a point where you could see the whole thing (look at my r_speed thing at the top) It looks good... considering I heard you were supposed to get about 25,000 in MP (or was it 2,500?!) But look at the FPS, its 15!

Screenshot in game, 15 FPS, with r_speed at the top (http://home.ripway.com/2003-11/40395/shot0220.jpg)

I think the problem is, no matter where i go, the game draws the whole map. I put in hint brushes and antiportals, still.. drew the whole thing. Take a look at the next to shots, the first one is the whole map in GTKs 2-D display. The next one, is just the structural in the 2-D display:

GTK Whole Map, structural + detail (http://home.ripway.com/2003-11/40395/GTK_all.JPG)

GTK, Only Structural (http://home.ripway.com/2003-11/40395/GTK_structure.JPG)

I think its not working because I have a lot of glass windows (because of this, I cant use areaportals) so... what can I do? I used to get about 50-60 FPS, but then I started adding more advanced details in.... and... of course it dropped. The average FPS is 25...

Another thing might be, the sky im using has a cloudlayer, but before, even with the cloud layer, it still had 50-60 FPS. Graphics are on high, just low resolution. Another problem is, I think theres too many portals, take a look at my compilers log:


BSP -vis -fast -light -fast

2.5.11
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/

--- BSP ---
entering shaders/shaderlist.txt

***EDITED, I deleted the shader part***

Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map
entering C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map
0 areaportals
Size: -2768, -3152, -176 to 2712, 2168, 1440
block size = { 1024 1024 1024 }
162 leafs filled
writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.prt
--- WriteSurfaceExtraFile ---
Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.srf
Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp
Storing lightgrid: 0 points
Wrote 3.0 MB (3094540 bytes)
15 seconds elapsed

2.5.11
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/

--- Vis ---
fastvis = true
Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp
Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.prt
932 portalclusters
3220 numportals
2703 numfaces
6440 active portals
0 hint portals
visdatasize:111848

--- BasePortalVis (6440) ---
0...1...2...3...4...5...6...7...8...9... (10)
creating leaf vis...
Total visible clusters: 613802
Average clusters visible: 658
Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp
Storing lightgrid: 0 points
Wrote 3.1 MB (3206388 bytes)
12 seconds elapsed

2.5.11
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/

--- Light ---
Fast mode enabled
entering shaders/shaderlist.txt

***Deleted Shaders***

Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp
Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.srf
Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map
entering C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map
--- SetupGrid ---
Grid size = { 64, 64, 128 }
92794 grid points
37 point lights
33 spotlights
0 diffuse (area) lights
10 sun/sky lights
80 total lights
0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (17)
86 x 83 x 13 = 92794 grid
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (1)
325452 luxels
174752 luxels mapped
48483 luxels occluded
80 total lights
0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (26)
0 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (2)
24421 vertexes illuminated
--- StoreSurfaceLightmaps ---
241008 luxels used
294912 luxels stored (81.72 percent efficiency)
388 identical surface lightmaps, using 11245 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
18 BSP lightmaps
18 total lightmaps
84 unique lightmap/shader combinations
Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp
Storing lightgrid: 92794 points
Wrote 4.1 MB (4324504 bytes)
68 seconds elapsed



So, yeah... what do you think? How can I raise my FPS?!

-luke
 GothiX
04-26-2004, 11:24 AM
#2
Never use -fast in your VIS process.
 mslaf
04-26-2004, 11:25 AM
#3
Maybe you should compile with full vis processing instead of -fast. What graphic card have you got?

or try this thread:
http://www.lucasforums.com/showthread.php?s=&threadid=127319)
 zag
04-27-2004, 6:00 PM
#4
what does -fast do?
its to do with lighting isnt it?
what should i use instead? or not at all?
 shukrallah
04-27-2004, 7:01 PM
#5
How do I do full vis? like this -fullvis? or what?

ill try to compile without -fast, and see what happens. And I checked that thread right before I made this one. When I compare this map, with ravens I use r_showtris 1, and part of the map is drawn, not all of it. But with mine... the WHOLE thing is. Ill try the compile, perhaps it will help.
 WadeV1589
04-27-2004, 7:02 PM
#6
bsp -meta
vis
light -fast -samples 3 -patchshadows or
light -fast -super 2 -filter -patchshadows
 GothiX
04-27-2004, 7:21 PM
#7
Might want to use -skyfix and -gamma, too. As well, why disable verbose mode?
 shukrallah
04-27-2004, 7:30 PM
#8
well... heres what I just did

BSP -Vis -light -super2

Looong vis stage, no difference :(

As well, why disable verbose mode?

whats that?

I think im going to throw in some hint brushes. Might help... I just dont want the portal count to go up too high (its already too high)


EDIT: Added Hint, and my compile was

BSP -vis -light -fast -patchshadows -super2 -filter -skyfix -gamma

Long compile.... no change. Still draws the whole map. How do I block the vis....?!
 WadeV1589
04-27-2004, 8:59 PM
#9
Why would you need skyfix for JA? AFAIK it doesn't need it.

As for why disable verbose mode...I was just stating the compile options, -v is optional; the stuff I said was essential.

If your vis data is too big then you need to re-think your detail/structural setup. Do you have terrain in that map that has been left structural? Also on large maps, remember _blocksize.

Hint brushes do NOT block vis....using hint is to create portals around structural brushes to try to create nodes with less in them. Hint is useless unless it has structural brushes to work around. It's like why bother having vis on a fully open space map, it will do nothing.

What you need to do is make everything in this map area detail, then make the skybox structural and the walls of the building structural (along with the roof and floor). That will give you low vis data and something to work up from using hint brushes. Because you've got a building which is quite small and has tons of open windows effective hinting is going to be quite hard if you can't visualise how the portals are working and adapt to them.
 shukrallah
04-27-2004, 10:14 PM
#10
Ok, I made everything detail except the skybox, and the walls (the windows are structural too), like you said. Now I can add hint? I loaded up prtview, and it said "759 portals read in." so I assume that it means, there are 759 portals. So, I can add hint now?
 WadeV1589
04-28-2004, 6:56 AM
#11
Yes, just be sure you know how to add in hint!
 GothiX
04-28-2004, 7:05 AM
#12
Structural windows is a bad idea.
 Codja X
04-28-2004, 9:45 AM
#13
Originally posted by GothiX
Structural windows is a bad idea.

yes it is.

(this post has been extensively edited as it's author is completely retarded and cannot read properly)
 shukrallah
04-28-2004, 4:17 PM
#14
hmmm... ok, no structural windows (i assumed, because it was part of the wall, that it should be structural) but ill change that.

BTW, my Vis stage was like, super fast now, so im happy about that :D (thats without -fast)

I read this tutorial on Hint Brushes (http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml) so, Im hoping ill be ok...


EDIT: I read that your supposed to cover hint brushes with system/skip first, then cover only one face of the brush with system/hint. So, does it matter which side has system/hint on it?
 WadeV1589
04-28-2004, 5:01 PM
#15
Yes, the face covered with hint will be the face that creates the portals. The skip faces will be treat like they aren't even there.
 shukrallah
05-04-2004, 10:27 PM
#16
Ok, that seems to have done the trick. I added hint the best I could, and it seems to have blocked some of the traingles from being drawn in r_showtris.
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