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de_port_go (remake of original de_port)

  • MR_R3TR0MAN
  • May 10, 2015 at 9:20 AM
  • MR_R3TR0MAN
    • May 12, 2015 at 9:56 AM
    • #21
    Quote from 3Dnj

    Some props are not reflected in the water (like the small boat) you can change this in their properties.

    Sure! Thank you too!

  • MR_R3TR0MAN
    • May 12, 2015 at 9:58 AM
    • #22
    Quote from TheGuma

    Detailed? Yay.

    Clean? Nay.


    That's my point here, it seems like simplicity was overlooked by detail which is the props. Sometimes having too many "warehouse" details cramped into one area look bad, makes the fade in more obvious from distance (and if there's no fade in - rip fps).

    Optimization is in progress. Thank you!

  • MR_R3TR0MAN
    • May 12, 2015 at 10:00 AM
    • #23
    Quote from Vaya

    My framerate drops to >100 on this map. normally it's 250-299ish

    Optimization is in progress, thank you!

  • Sprony
    • May 12, 2015 at 10:06 AM
    • #24

    What are you doing exactly? You could have addressed the above in a single reply :S

  • Vaya
    • May 12, 2015 at 10:07 AM
    • #25

    Honestly I think it's got too many areas at the moment. Port was a big enough map as it was but you've added more areas..

  • Vaya
    • May 12, 2015 at 10:08 AM
    • #26
    Quote from SpronyvanJohnson

    What are you doing exactly? You could have addressed the above in a single reply :S

    postcount ++

  • AkatsukiUK
    • May 12, 2015 at 10:18 AM
    • #27

    I cry a little inside thinking about optimising this map. St.Mary map also had this same issue with framerate. Not sure if they solved it since then but worth checking the level out/asking in this thread:


    Have you converted much of your brush work to func_details?, no draw textures etc on hidden faces besides area portals and skip/hint brushes.

  • laminutederire
    • May 12, 2015 at 10:59 AM
    • #28
    Quote from Vaya

    What's your secret?eh? How do you have such high fps? It runs at 30-40 fps in some areas while it is usually at 50-60 on my computer, but it is still playable, optimization is welcomed but it is nonetheless playable I have to play it a little more, but it seems that T's do not have many options do they?

  • Vaya
    • May 12, 2015 at 11:12 AM
    • #29
    Quote from laminutederire

    What's your secret?eh? How do you have such high fps? It runs at 30-40 fps in some areas while it is usually at 50-60 on my computer, but it is still playable, optimization is welcomed but it is nonetheless playable I have to play it a little more, but it seems that T's do not have many options do they?

    I have:


    i5 4690k

    GTX 970

    12gb of shit ddr3 ram (next upgrade )


    Launch options:


    -threads 4 -processheap -high


    Launch options should help. I was still get microstutters on my set up until I put those launch options in. Getting microstutters on this map regardless...

  • laminutederire
    • May 12, 2015 at 1:09 PM
    • #30

    Thanks Vaya I'll try! But about this map, I think that there should be another path from T spawn to A, otherwise you have to go through a sniper fest. Meaning that you have to use precious smoke grenades way too early in my opinion, however I may be wrong!

  • Squad
    • May 12, 2015 at 4:36 PM
    • #31
    Quote from Vaya

    Honestly I think it's got too many areas at the moment. Port was a big enough map as it was but you've added more areas..


    Quote from Vaya

    postcount ++


    What are you doing exactly? You could have addressed the above in a single reply :S


    Quote from AkatsukiUK

    I cry a little inside thinking about optimising this map. St.Mary map also had this same issue with framerate. Not sure if they solved it since then but worth checking the level out/asking in this thread:


    Have you converted much of your brush work to func_details?, no draw textures etc on hidden faces besides area portals and skip/hint brushes.


    unremarkable player helped out Untor with optimizing St Mary. There was a lot of room for improvement and he did a great job at it.

  • Vaya
    • May 12, 2015 at 4:52 PM
    • #32

    We were looking at the optimisation of this one yesterday. I think a lot more func_detailing (you have some but nowhere near enough) and hint/skips is a good place to start when you're happy with the layout- IMO You could probably lose a lot of the interiors for a better playing map.


    The map seems to be covered in trigger brushes too? Is this the case of showtriggers_toggle playing up or is it actually covered in triggers?

  • Xanthi
    • May 12, 2015 at 11:27 PM
    • #33

    Also func_lod and occluders can help a lot to optimize the level. Hint/skips are great, but mostly don't make a lot of difference in such open maps.

  • Drakeee
    • May 14, 2015 at 1:34 PM
    • #34

    Looks good, I don't think it suffers from too many props

  • onebit
    • May 15, 2015 at 9:18 PM
    • #35

    It's a good port

  • ElectroSheep
    • May 16, 2015 at 10:18 AM
    • #36

    You have to consider for a big openned map to reduce the number of visleaves. More visleaves in open space increase a lot vis calculation time ingame (and also compilation time). load your portal file in hammer to see if you can do something. (you can use viscluster and hint to clean stupid automatic leaves) If you need explanation I can help.

  • onebit
    • May 17, 2015 at 10:38 AM
    • #37
    Quote from 3Dnj

    (you can use viscluster and hint to clean stupid automatic leaves)

    Just to clear this up: Visclusters don't alter the vis, it just tells the compiler that the containing leaves can see each other, speeding up compile.

  • ElectroSheep
    • May 17, 2015 at 12:45 PM
    • #38

    Yeah I know. I use hint to clean leaves and viscluster when there is too much leaves that don't have any optimisation purpose (like in vistas or sky)

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