The VIS could be improved quite a bit in The River, so I am constantly working on my structural brushes, cutting here, merging there, reducing the number of structural surfaces in the map.
This is the VIS of a compile about a week ago:
--- Vis ---
Loading E:\ETmap\etmain\maps\mp_theriver_2nd.bsp
Loading E:\ETmap\etmain\maps\mp_theriver_2nd.prt
1281 portalclusters
3356 numportals
4138 numfaces
6712 active portals
400 hint portals
visdatasize:215216
--- BasePortalVis (6712) ---
0...1...2...3...4...5...6...7...8...9... (5)
6 average number of passages per leaf
16 MB required passage memory
--- CreatePassages (6712) ---
0...1...2...3...4...5...6...7...8...9... (9)
--- PassagePortalFlow (6712) ---
0...1...2...3...4...5...6...7...8...9... (205)
creating leaf vis...
cluster 0 : 281 visible
Total visible clusters: 447500
Average clusters visible: 349
Writing E:\ETmap\etmain\maps\mp_theriver_2nd.bsp
Wrote 9.7 MB (10179256 bytes)
240 seconds elapsed
Not so cool you d say? Yepp, I knew there was still lots of potential in my structurals.
So after quite some work on them, this is what I had today :
--- Vis ---
Loading E:\ETmap\etmain\maps\mp_theriver_2nd.bsp
Loading E:\ETmap\etmain\maps\mp_theriver_2nd.prt
1057 portalclusters
2659 numportals
3430 numfaces
5318 active portals
360 hint portals
visdatasize:143760
--- BasePortalVis (5318) ---
0...1...2...3...4...5...6...7...8...9... (3)
5 average number of passages per leaf
9 MB required passage memory
--- CreatePassages (5318) ---
0...1...2...3...4...5...6...7...8...9... (5)
--- PassagePortalFlow (5318) ---
0...1...2...3...4...5...6...7...8...9... (96)
creating leaf vis...
cluster 0 : 237 visible
Total visible clusters: 334929
Average clusters visible: 316
Writing E:\ETmap\etmain\maps\mp_theriver_2nd.bsp
Wrote 9.4 MB (9818008 bytes)
119 seconds elapsed
Nice, isn’t it? Visdatasize from 215.000 down to 145.000, duration of VIS stage down to 50% only by re-doing structurals, looking at where to cut them and where to merge (and yea I enable show blocks so I know where i can cut them).
Then I tried something out: I moved the whole map in z-axis direction. This had the effect that I could lower the sky to 3072 while not getting a whole level of new blocks (1024x1024x1024) at the bottom. All in all I got quite an improvement with regard to VIS according to the logfiles:
--- Vis ---
Loading E:\ETmap\etmain\maps\mp_theriver_2nd.bsp
Loading E:\ETmap\etmain\maps\mp_theriver_2nd.prt
961 portalclusters
2370 numportals
3421 numfaces
4740 active portals
114 hint portals
visdatasize:123016
--- BasePortalVis (4740) ---
0...1...2...3...4...5...6...7...8...9... (3)
5 average number of passages per leaf
8 MB required passage memory
--- CreatePassages (4740) ---
0...1...2...3...4...5...6...7...8...9... (4)
--- PassagePortalFlow (4740) ---
0...1...2...3...4...5...6...7...8...9... (58)
creating leaf vis...
cluster 0 : 246 visible
Total visible clusters: 258197
Average clusters visible: 268
Writing E:\ETmap\etmain\maps\mp_theriver_2nd.bsp
Wrote 9.4 MB (9820060 bytes)
79 seconds elapsed
Looks like serious improvement, doesn’t it?
(The reduction of hint portals is because in the first verison I have a large horizontal layer of hint in the castle area. This completely separates the inner yard from the 2 outer areas west and east from the yard. By moving the whole map I don’t need these hints anymore because the 2048-blockline where the blocks cut the leafs is exactly where the horizontal hint layer created the leaf-cut.)
I mean, down from 316 to 268 average clusters visible you d expect your fps to get a bit of a boost don’t you?
Problem is: I didn’t get ANY recognizable improvement in FPS since the compile shown in the first logfile :banghead: :banghead: :banghead:
In fact after the last compile in some places in the castle-yard the FPS got worse (ok I know why, its not such a biggie).
But WTF no improvement in the whole map? After cutting down visdatasize by about 45% and reducing average clusters visible 349 to 268?
I always test with the same cfg, so there has been no change…
Comments anyone?
)
anyway I d like to improve this.
I could take a look at the brushwork to see how optimized that is, if you want. I won’t steal anything from it, or give it to anyone, I just enjoy nit picking brushwork :).