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Map Optimization Tools?

#1
Ok, So I'm in the process of finalizing my first map and I wanted to do some optimization work on it. Everything runs fine on my machine (but it's beefy enough for that to tell me nothing) so I was wondering what tools in-engine I should be using to see how the .bsp has broken things down and to find troublespots.

I've taken a bit of a look using r_speeds / r_speeds_graph - but that's information overload ATM so I think I need some advice on what's important to pay attention to.

Also, are there any in-engine features for examining how the .bsp has broken everything down into portals? That seems like it would be handy for identifying where I might want to convert a few brushes to func_detail.
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#2
The portals can be examined in NetRadiant with the prtview plugin.

You can use r_showtris and r_showdisabledepthtest to see all the geometry that is processed by the video card.

r_speeds is quite a mess. I mostly pay attention to the world triangle count. In my experience, a reasonable limit is 50'000 visible triangles, maybe up to 100'000 depending on the textures and map size.

   

The timedemo feature is very useful as well (Menu > Multiplayer > Media > Demos > Timedemo). Simply record a normal demo where you run around the entire map. Then play it as a timedemo, to get an objective performance measurement (written to data/benchmark.log). Replay the timedemo after editing the map to see the impact on performance.

For comparison, you could also perform timedemo measurements on default maps.
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#3
Portals can also be examined in xonotic. With 'r_drawportals 1'.

Would look like this:
[Image: 4lcT6N1.jpg]

(this is actually an example of having too many portals)
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#4
Ahh, nice Smile. Is it still func_detail for brushes that you don't want to be part of the hull / portals? (It doesn't appear to be in my list when I use NetRadiant)
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#5
(08-10-2018, 11:52 PM)Notavi Wrote: Ahh, nice Smile. Is it still func_detail for brushes that you don't want to be part of the hull / portals? (It doesn't appear to be in my list when I use NetRadiant)

Brushes are flagged as structural (default) or as detail.

Make detail and Make structural are in the Brush menu of NetRadiant,
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