Consite Promotion - Performance for the masses!


(Donnovan) #1

Consite performance before and now.

Game Settings:

  • All video menu options set to maximum;
  • AA set to 4X;
  • Aniso set to 16X;
  • Vsync off;
  • Timing Method set to 0;
  • 1600 x 1200 resolution.

Comparison 1:

Comparison 2:

Comparison 3:

Comparison 4:


(Donnovan) #2

Comparison 5:

Comparison 6: r_UseMaxVisDist set to 0.


(SebaSOFT) #3

What a map, man. Consite

What a mapper, Don.


(light_sh4v0r) #4

Not bad :slight_smile:


(Violator) #5

Nice - so its mainly the shadows?


(murka) #6

Added glow and magically fps increased?
j/k :smiley:


(Azuvector) #7

So it’s mainly the atmosphere and sun angle? That’s so sad, it looked good with how it was. :frowning:


(SebaSOFT) #8

Shadow volumes had a good algorythm back in the day when Doom3/idTech4 was being written. Unluckly someone told John Carmack that he got a patent on shadow volume generation and John had to take it out and put a less optimal one in. It hasn’t inproved ever since, not even in Quake4 period.

Am I right SD?


(Donnovan) #9

New Consite + New Atmos X New Consite + Old Atmos:

Comparison 1:

Comparison 2:


(Donnovan) #10

To make it complete,

Anex to the Comparison 2 above, on reply #9:

Old Consite + Old Atmos (Original Consite B1):

Resume of Comparison 2 on reply #9:

Beta 1 Consite: 43 fps
New Consite with old atmos: 60 fps
New Consite with new atmos: 68 fps


(BackSnip3) #11

Looks better when it’s evening and clearsky than this covered sky!, and the fps gain is not really high with atmosphere changed so you must have done awesome optimisation work!
I vote to keep old atmos!:tongue:

I also see that you have put noshadows on the construction structures, it was surely big shadow volumes but it was looking great


(Donnovan) #12

Thanks BackSnip3.

I can turn on shadows on that scafolding. To say true i do not turn it on, but i make fake shadow with shadow brushs. In this way shadows can be a lote more simple.

There are tree scafolding:

Scafolding 1 - Its shadow is inside the shadow of a building, so it do not need to generate shadow.
Scafolding 2 - Generate shadow by 20 shadow brushs.
Scafolding 3 (the one on the image) - Do not generate shadow.

I do entire building shadows with 3, 4 or 5 big shadow brushs. Sadly, the scafolding have 16 separated poles that require 16 shadow brushs, no way to use less. I’m still on the work to make its shadow simpler and still natural.


(pazur) #13

Very nice! The new sky looks better.


(Azuvector) #14

You’re thinking of audio. There was some patent thing with Creative Labs and Doom 3’s audio occlusion techniques. IIRC Id just bought the rights to use the patent and moved on with life though.

Anyway, I vote keep the old-style atmosphere, it looks much nicer, if the performance difference isn’t much.
I wouldn’t worry too much about the scaffolding shadows; but if you’re going to do them, shadow brushes as simple as you can manage them are a no brainer. If you can, you might want to set them to only show up on higher detail settings too. You could try baking the scaffolding shadows in, instead? Not sure how that’d work out, but the performance improvement would likely be good, no one expects to “hide in shadow” amidst a bunch’ve random poles, after all.


(SebaSOFT) #15

About cafold shadows, I think if you do shadows only in the horizontal wood sheets, it’s going to be ok.


(Violator) #16

IIRC I made the shadows in the scaffolding minspec only, change them to hi-spec if its going to be an issue.


(Ashog) #17

Nice work Don! Can’t wait to play eet!! :smiley: