I've just tried to decompile de_nuke and encountered something called "autocombine". Turns out, this is a feature implemented to boost performance on maps with modular props. But I need to work with decompiled map on my own. I've done decompiling with extracting combined props but this leaves me long chains of pipes/wires on map. Is it possible to automatically split or revert prop combination?
[CS:GO] Combined props issue
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It is not possible to revert this process, as autocombine simply compiles the initially seperate props into one large and new .mdl file. Decompiling would thus leave you with that same combined prop. The information of the seperate props being combined is not being stored somewhere, so unfortunately you cannot see and operate these seperatly.
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Quote from JorisCeoen
On 11/14/2022 at 4:41 PM, JorisCeoen said: It is not possible to revert this process, as autocombine simply compiles the initially seperate props into one large and new .mdl file. Decompiling would thus leave you with that same combined prop. The information of the seperate props being combined is not being stored somewhere, so unfortunately you cannot see and operate these seperatly.
It's a shame valve put so much time in making source maps reversible but totally ignored combined props. Also, does having one large model drawn give you performance advantage? Even if prop is partially visible? Even if amount of area portals is not abused?
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Quote from zenelone
On 11/15/2022 at 5:20 PM, zenelone said: It's a shame valve put so much time in making source maps reversible but totally ignored combined props. Also, does having one large model drawn give you performance advantage? Even if prop is partially visible? Even if amount of area portals is not abused?
In general having less props (draw calls) will give you a performance boost. Especially on maps like nuke with a ton of tiny modular props, these are made to be used with autocombine.
The extra GPU load you get from larger props is insignificant. There is also an option in autocombine to combine based on portals.
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Counterstrike Global offensive in it's current iteration is a CPU bottle necked or "bound" game, with draw calls and improper hints and area portals. I think it is quite apparent that putting extra load on the GPU will be the most beneficial to this game. However smart AP with Extended CP would be of great benefit!
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