Yeah, i guess i could try to make more brushes like in that picture for corners. But the biggest issue right now is that I have 10 spawns for each team, yet only 3 or 4 spawns for ct and 1 for terrorist team. I have no clue how it is possible to screw up spawn.
Posts by Mapham
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I replaced all floors with normal brushes and plugged skybox against the wall. Didnt seem to fix the fps.
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Well i have pretty much everything nodrawed that player cant see during the game. Unless someone enlightens me how to hint brush this exact map, this fps issue remains a mystery and only solution I could come up with, was to toggle vsync off. I have tried various different ways to make this map work properly with hint brushes but none of those have had any effect framerate.
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I have read and watched many tutorials about optimization but I cannot figure out what I can do to fix this map. Also, blocking window and doors from the first and second room (in attempts to prevent engine from rendering the rest of the map) did not help at all, the fps at the entrace to the "restraurant" section still had issues. There are other spots too where fps starts to decline but I tried to start from somewhere to find out where those problems are.
What exactly are the main issues with that map?
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I have all floors as displacements because i heard its cheaper than normal brush, and no drawed them all. But i do have normal brush under the displacement floor.
But if it fails the compile process, why am i able to play the map?
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I would give the editor file of the whole map, but I have custom textures and models so it would not work as intended for others.
What kind of screenshots you require? Im not sure how it would help to show you some corner of the map where nothing is really showed.
I did not understand that fillrate thing, what exactly i need to do to decrease that power eating?
Here is the compile information:
-------------------------------------------------------------------------------
Running command: cd "E:SteamfolderisteamappscommonCounter-Strike Global Offe
nsivebin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "E:SteamfolderisteamappscommonCounter-Strike Global Offensi
vebinvbsp.exe" -game "E:SteamfolderisteamappscommonCounter-Strike Global O
ffensivecsgo" "C:UsersHeopcDesktopde_saunahotelli.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 20 2013)
4 threads
materialPath: E:SteamfolderisteamappscommonCounter-Strike Global Offensivec
sgomaterials
Loading C:UsersHeopcDesktopde_saunahotelli.vmf
Map revision 424
ConVarRef gpu_level doesn't point to an existing ConVar
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 204 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:UsersHeopcDesktopde_saunahotelli.prt...Building visibility cluster
s...
done (0)
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 4 displacement corner-neighbor lists.Finding lightmap sample
positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (147228 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 661 texinfos to 374
Reduced 50 texdatas to 41 (1544 bytes to 1137)
Writing C:UsersHeopcDesktopde_saunahotelli.bsp
0 seconds elapsed
Reference Count for Material ___error (1) != 0-------------------------------------------------------------------------------
Running command: cd "E:SteamfolderisteamappscommonCounter-Strike Global Offe
nsivebin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "E:SteamfolderisteamappscommonCounter-Strike Global Offensi
vebinvvis.exe" -game "E:SteamfolderisteamappscommonCounter-Strike Global O
ffensivecsgo" "C:UsersHeopcDesktopde_saunahotelli"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 20 2013)
4 threads
reading c:usersheopcdesktopde_saunahotelli.bsp
reading c:usersheopcdesktopde_saunahotelli.prt
149 portalclusters
354 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 76 visible clusters (0.00%)
Total clusters visible: 9795
Average clusters visible: 65
Building PAS...
Average clusters audible: 141
visdatasize:6635 compressed from 7152
writing c:usersheopcdesktopde_saunahotelli.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "E:SteamfolderisteamappscommonCounter-Strike Global Offe
nsivebin"
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Running command: "E:SteamfolderisteamappscommonCounter-Strike Global Offensi
vebinvrad.exe" -game "E:SteamfolderisteamappscommonCounter-Strike Global
Offensivecsgo" "C:UsersHeopcDesktopde_saunahotelli"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 20 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']Loading c:usersheopcdesktopde_saunahotelli.bsp
Setting up ray-trace acceleration structure... Done (0.78 seconds)
1537 faces
181073 square feet [26074624.00 square inches]
54 Displacements
107319 Square Feet [15454006.00 Square Inches]
1537 patches before subdivision
25761 patches after subdivision
21 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 2038765, max 413
transfer lists: 15.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(28988, 15874, 7310)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8158, 2826, 717)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2545, 605, 111)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(831, 144, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(290, 38, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(106, 11, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(41, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(16, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0135 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 401/8192 4812/98304 ( 4.9%)
brushsides 2795/65536 22360/524288 ( 4.3%)
planes 1544/65536 30880/1310720 ( 2.4%)
vertexes 2818/65536 33816/786432 ( 4.3%)
nodes 497/65536 15904/2097152 ( 0.8%)
texinfos 374/12288 26928/884736 ( 3.0%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 54/0 9504/0 ( 0.0%)
disp_verts 1350/0 27000/0 ( 0.0%)
disp_tris 1728/0 3456/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 241656/0 241656/0 ( 0.0%)
faces 1537/65536 86072/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1214/65536 67984/3670016 ( 1.9%)
facebrushes 226/0 452/0 ( 0.0%)
facebrushlists 1537/0 6148/0 ( 0.0%)
leaves 515/65536 16480/2097152 ( 0.8%)
leaffaces 1876/65536 3752/131072 ( 2.9%)
leafbrushes 690/65536 1380/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12638/512000 50552/2048000 ( 2.5%)
edges 7940/256000 31760/1024000 ( 3.1%)
LDR worldlights 21/8192 2100/819200 ( 0.3%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 283/32768 2830/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4731/65536 9462/131072 ( 7.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1542770/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6635/16777216 ( 0.0%)
entdata [variable] 19856/393216 ( 5.0%)
LDR ambient table 515/65536 2060/262144 ( 0.8%)
HDR ambient table 515/65536 2060/262144 ( 0.8%)
LDR leaf ambient 1635/65536 45780/1835008 ( 2.5%)
HDR leaf ambient 515/65536 14420/1835008 ( 0.8%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/8650 ( 0.0%)
pakfile [variable] 150614/0 ( 0.0%)
physics [variable] 147228/4194304 ( 3.5%)
physics terrain [variable] 3340/1048576 ( 0.3%)Level flags = 4
Total triangle count: 4692
Writing c:usersheopcdesktopde_saunahotelli.bsp
18 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:UsersHeopcDesktopde_saunahotelli.bsp" "E:Steamfold
eristeamappscommonCounter-Strike Global Offensivecsgomapsde_saunahotelli.b
sp"
-------------------------------------------------------------------------------Finished. Press a key to close.
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I have this weird fps problem with my map. In certain spots, if I move (not looking around), fps drops very noticeably. I have no clue where to start searching for the problem. Another weird thing is, that if I put budget panel on, the fps jumps to normal levels, also if i turn vsync off it solves the problem. But I will not play without vsync because without it, the image gets scattered while moving. Another reason is that changing my game options does not solve the problem itself.
Budget panel shows that something called Swan butters takes alot of resources constantly. Also toggling wireframe shows me the entire map, I am not sure is that what should happen with wireframe option.
The most weird thing is, that those fps drops do not happen when I am looking at large areas, it seems very random also. I have tried removing lights from the areas where this problem occurs but it does not help. My lightmap scale is 16, tried higher numbers but it did not help. I have used func_detail as much as I can. Nodraw texture everywhere players cant see, also does not help.
I tried to build hint/skip brushes but the problem is not here either, because the fps drop happens regardless of removing stuff from being drawn. Also, the spot where fps starts to drop, has no fps issues at all while looking at opposite direction. Also the places where this fps drop happens do not have anything special or anything that is not there where fps is normal.