Hi all.
I have some FPS problems on the map I’m working on and did not fully understand why for example standing in a room where there I can just see the room and the corridor the FPS was really bad. I had hint brushes but it did not help much. I had made every brush detailed except the hulk to save compiling time which can be enorm with some structural brushes on the map.
So I jump on the search wagon through endless information on the net, but not that often useful, and was about to give up and sacrifice some work that I had done, when I saw a light at the end of the tunnel ( what a drama he he ).
This is what I found and would like to share with you, although most experienced mappers know about this :
Further more there is another link on that page called “Area Portals”.
I did not know about that detailed brushes does not work as vis blocker although I saw it in my map that it was not working, but my little gray bean did not connect it to structural and detailed brushes. That is only structural brushes block vis not detailed.
So I believe that the conclusion is to divide the map in to sections with structural brushes but with great care sine it has large impact on the compile time and should just be done when testing performance and in the final version.
Note that I have not tested this, but very hopeful that this can make a big difference in my map.
If I’m, over joyed, putting out some rubbish or misleading information please correct me.
