Detalization vs FPS
Its about improving FPS in a map.
I wrote this article a few months ago. Its based on info I got from some other sources and my own experience.
It appeared to be too complicated for some people. Thats not a regular tutorial or how-to, tho I tried to explain all information as good as I could. So just put some effort.
Questions, suggestions, tips etc. are more than welcome.
Article: http://spr1n.kz-baltic.eu/mapping/FPSimprove/
damn spr1n, looks awesome.. complicated but I'll try it out (if im able to do it)
EDIT: lol, checked it fast and didn't get it's for mappers, fu. well. hopefully we can see more maps with 100fps (even on my pc)..
hehe I was surprised to see you replied to this thread D thought you started mapping too)
one mistake is there with the epolys "This has less affect on fps"
less effects on fps but high affects into the engine.
cause the engine can only handel a short amount of epolys to feel unlaggy. More models with high poly count and the game feels laggy later.
I think that what's missing from your article, although you mention it indirectly a few times, is that you should make a separate paragraph where you should emphasize the importance of map layout design in poly counts before mapping takes place.
These techniques will not save your map if you made a mistake from the beginning and planned a big room or a false important connection between 2 big rooms. It's very important as I found out by experience, that although I had the knowledge about r_speeds, I made the mistake while mapping just because I didn't have in mind to plan my map/ specific room before I started making it.
I just think this wasn't emphasized enough. Otherwise the article covers pretty much all basics you need to know about saving polys.
Thank you dEMolite, indeed I was too abstract about this. Fixed this and some other things in the article.
not if you are too lazy to fix or remake things you have already made. Also I have mentioned that in "1. Architecture, Vis block" part.Originally posted by byobThese techniques will not save your map if you made a mistake from the beginning and planned a big room or a false important connection between 2 big rooms.
Originally posted by byobI think that what's missing from your article, although you mention it indirectly a few times, is that you should make a separate paragraph where you should emphasize the importance of map layout design in poly counts before mapping takes place.
I didnt want to make any rules. This article intended to help mappers to use their own brain to find and fix existing problems and avoid potential ones. So I think its enough what is said about it in "1. Architecture, Vis block" part. Otherwise it would end up in huge amount of similar examples, which I dont find good for this article. Anyway thank you for this feedback.
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