That’s what I thought.
Quote:
However, the complexity of the map’s BSP tree can affect framerate somewhat.
How much?
I too thought it was negligible performance hit, until I managed to make a map that thought otherwise. A map I released for RTCW (bankraid) had a problem with the BSP tree being too complicated. The polycount/shader coutn etc were fine. People with a good cpu but poor graphics card could play the level fine. People with a great graphics card but slow cpu were complainign about terrible frame rates.
I’ll admit the BSP tree was overly complex, but I made the mistake of thinking it wasn’t that big a deal (because I’d followed the guidelines for poly counts, hadn’r used many shaders or multitexturing) but it was.
Like all things when mapping - never take it for granted. If you can reduce your BSPO complexity, do it. Don’t just ignore it because it means more work.