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Posted

Yeah ok like that then you will get what I said, increased polycount and increased memory usage. Only slightly more I know, but still the so called performance tweak includes some performance hits.

The gain might be bigger than the loss, I just haven't believed so so far. I will see if I can find time to do a proper test myself.

Regarding extensive use of func_detail and maintaining fast compile times I do agree though. None of my Source maps takes more than 5 mins to compile.

Posted

I'd make the sidewalk a func_detail personally as I'm a sucker for a neat BSP (or maybe leave it as is and use a hint plane across the "dip" in the road), but the performance benefits of cutting down on just a handful of vis leaves is not significant. I've often spent a fair bit of time neating up BSPs just to compile them and find performance is within 1 or 2 fps of the original version. Does make lovely fast compile times for VIS though :)

Of course, if your BSP is complete mess of oddly angled leaves then I'm sure performance could suffer, but by leaving a few brushes as world brushes and thereby creating a few superfluous leaves, you are unlikely to be doing much, if any, harm to your performance.

Posted

My latest compile (visleaf) took 3 seconds? as you see in the log I posted it was 4 at that time, is this possible? It's a big map though? Or do you mean for the whole compile to end it shouldn't take more than 5 min? Cause mine at full HDR at normal takes 1 hour 28 mins to compile.

And my streets are basically how hessi posted it in his preview, I have an underneath "layout" with the street/sidewalks on top as func_detail, with those as func_detail the cuts in the bsp are a lot cleaner since I have some turns in the road/sidewalk. I'm also a sucker for a clean bsp (I check a lot in glview) :)

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