Does this cause FPS drop?

Started by Fanas
25/02/2009 15:10
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Fanas25/02/2009 15:10

My question is about decals. And I haven't tried a lot of stuff yet, so I want to ask You about it.

Does this cause FPS drop?

1. Models. If there are a lot of them in one room.
2. Sprites.
3. A big map without hint brushes. Do a lot of mappers use this? Is it used often? Almost in every map?
4. Lights.
5. Water, entities, complex entity systems, like kz timer...
6. Sounds.
7. Lot of brushes in one area. Like building a helicopter made from 100 brushes and not using a helicopter model. Does it cause lag?

radon mapper Tournament #325/02/2009 15:30

1. definetely
2. no, there have to be a lot of them before it can cause fps drops
3. hint brushes isnt really important, i dont think a lot of mappers uses it.
4. no
5. no, unless they are really big, for example a big water entity. timer doesnt make fps drops.
6. no
7. a helicopter shouldnt make fps drops. but maybe 100-500 brushes can make drops. just use null and your alright :P

Fanas25/02/2009 16:55(edited 25/02/2009 16:58)

Oh, thankful :)!!!

And I suddenly remembered another one...
About textures, when they are scaled up enormously or really scaled down (it adds a lot of detail, but I'm not sure about lag).

Fliborecord holder Tournament #225/02/2009 22:29

1. YES
2. Not much, they're actually really fps-friendly
3. Hint isn't needed very often. The engine knows to block the vis itself good enough.
4. I could imagine, yes, but you have to have many of them. I'm not sure though.
5. func_water kills fps compared to func_illusionary. If you're not having problems with fps, feel free to use func_water though. Other entities should be pretty fps-friendly
6. I don't think they matter a lot in CS.
7. I recommend you to use a helicopter model, but use a clip brush to make it solid. A complex helicopter made of brushes can be 1. Really hard to build, 2. Bad for fps.
8. Scaling textures high might save a lot of fps, especially on really wide/high faces. I suggest you to read http://www.egir.dk/index.php?page=vhe_bsp.php

NumB26/02/2009 03:08

models and sprites can lower fps if they do not repeat.

For example:
If you take 10 different models with 50 frames in each one - it will take engine to 'load' them 500 times.

If you take 50 the same models with 10 frames in each one - it will take engine to 'load' them only 10 times (cuz models are the same).

But sure - too much models in one room also take fps, cuz they also have to be loaded on the screen.

I mean, that same models - don't make fps drop as much as different models, but doesn't matter how much and what models you have - the more of them - the more fps drops. But if they are the same - it fpses are a bit better if models would be different.

Same with sprites.

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func_water takes fps cuz when map is complited and bla-bla-bla... Engine sets a model to it (using wad file for making textures for that model) with much frames. So water lags. However this is a bit different than with .mdl / .spr files cuz each entity (even if you make it absolutely the same) has a different engine model.

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lights - they make fps drops with old video cards (like on my old pc for example).

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Complex system takes much power only when is launched/stopped. But not much enough to make fps-drops. However there can be system examples what can take really much of power. For example when c4 exploded - it sends a huge number of event (effects) to the client - exploded c4, bomb flick, explosion (sprite effect), sound, custom object explosion sound, custom object explosion effect, teamscore change...

I can also give an example of kz map what has such a thing. kz_man_dreaming. So let's begin: when first time teleported: light effect, player origin and angle reset, hud message, custom sound, setting speed to forward... Normaly when not reconnected/map restarted - when teleporting there second time - client just crashes.

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Much of solid objects in one place - if in it you'll make another invisible brush it wont take as much power as it would without the brush what blocks player from touching those details.

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Entities - when map is completed and loaded. Engine changes, makes much work and bla-bla... Will get to the point. The more entities there are - the more different models there are. The lower fpses. Also each entity server is sending to a client once per server frame, so the more entities there are - the higher ping and the more work for the server. I'm suggesting to combine in one objects what have the same properties (I have in mind entity classname/targetname/speed/spawnflags... Textures and size don't matter).

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Sounds... They take power but not much really - just when connected / new round. But client also scans each frame the distance to sound (can client hear it or no, what volume should be...). So it takes power, but really not much.

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P.S. Some of my said things are not the same when creating a map (like all entities are models) - I'm just saying how in what cases engine works when map is launched in the game.

dEMolite mapper26/02/2009 19:16

Originally posted by NumB
models and sprites can lower fps if they do not repeat.

For example:
If you take 10 different models with 50 frames in each one - it will take engine to 'load' them 500 times.

If you take 50 the same models with 10 frames in each one - it will take engine to 'load' them only 10 times (cuz models are the same).

But sure - too much models in one room also take fps, cuz they also have to be loaded on the screen.

I mean, that same models - don't make fps drop as much as different models, but doesn't matter how much and what models you have - the more of them - the more fps drops. But if they are the same - it fpses are a bit better if models would be different.

Same with sprites.


sprites are really low and they don't do anything on the fps frames or 0 frames nothing special.
but on the models it will be more complex.
the goldsource engine is devided in to 2polygone sections.
Wpolygones and Epolygones.

Wpolygones are the worldbrushes and they doesn't count to models.
Epolygones are the models for half-life (.mdl)

A goldsource model is a lowpoly model so the polygone count is really less.
Example:
1 Playermodel
1 Weaponmodel
= normally around 1000-1500polygones not frames.

frames are for the animations...

For a map if you place a tree in it which has a lowpoly count. don't put to many in the map otherwise the goldsource engine gets to it epoly limit.

But the rest is good explained from numb with the model, only wanted to make clear that frames are not the polygones from the model :)

Fanas27/02/2009 15:40

What about env_rain or env_snow?

cC|Nikolaa27/02/2009 17:22

Originally posted by Fanas
What about env_rain or env_snow?


I'm not a mapper but I'd say they make the fps go down. For example take de_aztec. Using cl_weather 0 gives higher fps than cl_weather 1 (0/1 disable/enable rain)

dEMolite mapper27/02/2009 18:56

right the weather system in cs makes fps drops on certian systems because it is build crappy.

if you would build maps for a spirit of half-life mod. it wont drop your fps. because of a better weather system.

Fliborecord holder Tournament #228/02/2009 18:40

Originally posted by eusunt #cC
Originally posted by Fanas
What about env_rain or env_snow?


I'm not a mapper but I'd say they make the fps go down. For example take de_aztec. Using cl_weather 0 gives higher fps than cl_weather 1 (0/1 disable/enable rain)


That's it, if it makes your fps worse you can just disable it :E It's a win-win situation.

NumB01/03/2009 05:12

Originally posted by eusunt #cC
Using cl_weather 0 gives higher fps than cl_weather 1 (0/1 disable/enable rain)

Actually there are 4 valid values for that cvar:
0 - off
1 - low
2 - normal
3 - high

Originally posted by dEMolite
if you would build maps for a spirit of half-life mod. it wont drop your fps. because of a better weather system.

What you have in mind?

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OnTopic:
Weather system takes nice number of power as already said higher.

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