Excessive Portals Causing Chopiness?


(Gringo Starr) #1

Some of you may have seen the skyscraper I’m working on. Well, after about 40 hours of working on just vis, I think I’ve reached an acceptable level of blockage. However, even though my FPS are fairly smooth, and quite high, it feels like the player is moving a bit choppy. When I strafe back and forth, obviously crossing a lot of portals, it feels choppy. Wouldn’t it negatively affect FPS if there was strain on the CPU? Does the engine stop the player on boundaries for a few milliseconds until it draws what is in the next portal(s)?


(ydnar) #2

Try “com_showtrace 1” in the console, to check the number of traces (collsiion checks) in the engine.

It could be that your skyscraper map simply has too many leafs/brushes.

y


(Gringo Starr) #3

Well, the results are somewhat hard to decipher. The first # is in the double digits (looks like 19 most of the time). The second # with a B after it is in the thousands ( I have a feeling that is B for bad :slight_smile: ). The third # with a P next to it is always zero? I forget what the last # is, but it wasn’t alarming, or seemed unimportant :slight_smile:


(Gringo Starr) #4

This doesn’t seem that crazy. My first map had a visdatasize of 2 million (small blocksize for fog clipping’s sake though).

  1693 portalclusters
  4242 numportals
  5922 numfaces
  8484 active portals
  3714 hint portals
visdatasize:365696

--- BasePortalVis (8484) ---
0...1...2...3...4...5...6...7...8...9... (18)
      8 average number of passages per leaf
     34 MB required passage memory

--- CreatePassages (8484) ---
0...1...2...3...4...5...6...7...8...9... (51)

--- PassagePortalFlow (8484) ---
0...1...2...3...4...5...6...7...8...9...