wich of these ways are most fps friendly

Started by leifi54
08/06/2012 15:39
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leifi5408/06/2012 15:39

So, i've been thinking of this for quite some time now.

Lets say i've made some mountains like this http://i.imgur.com/KZqST.jpg

Now if i wanna make a ground, how should i make it. I mean there are two ways of doing it and i wanna know wich one would be the most friendly for the fps.

This one http://i.imgur.com/LVYGA.jpg

or

This one http://i.imgur.com/8jqhZ.jpg


This may be a bad exempel since these ( http://i.imgur.com/FLZpS.jpg ) vertexes arent that far away from each other, there are times when its a bit more extreme and the edges are pretty far away from each other. But atleast you get the idea.

FuZzy1 mapper08/06/2012 17:46(edited 08/06/2012 17:50)

the first one is better, the second one is the same thing, if you align the textures correctly, if not, it will raise the r_speeds.

For more info about r_speeds/fps read this http://twhl.info/tutorial.php?id=38

leifi5408/06/2012 22:08

The textures are alligned correctly, i just wondered wether its better to use one large brush that covers everything or a dozen small one that "fits" the geometry.

Lets make it even more extreme just for the fun. Just so you get my point.

This one http://i.imgur.com/avTIE.jpg

or

This one http://i.imgur.com/pPlbc.jpg

FuZzy1 mapper09/06/2012 06:49

If the excess parts of that floor are "outside" the map, they will be automatically removed when the map is compiled. Use "noclip" in game, to convince yourself.
So if this is the case the first picture is better, because is faster to do.

If the excess floor is not outside the map, you should do it as in the second picture.

The game brakes the floor/walls based on the texture. So if you texture your map this way http://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?97415 the compiler will understand that all the small blocks, that makes together the floor, forms a large block, and it will brake that large block in smaller polygons.
If the textures are not aligned properly, the compiler will break each block that forms the floor, into smaller blocks, causing more things to be "drawn" in-game, resulting in a higher wpoly and lower fps.

Here's a example on kz_dojo:

The floor on the start:

https://lh3.googleusercontent.com/-ronHJZ_J9mg/T9LU8cYL8iI/AAAAAAAAB-Y/NNPvGMF_EZg/s0/Untitled.jpg

And the same floor seen from the outside:
https://lh3.googleusercontent.com/-DYot_z0z2VY/T9LU9eFTVII/AAAAAAAAB-c/2u_L7qd9H4k/s0/dj2.jpg

As you see there is a total mess outside, but everything will be erased by the compiler, so no point of doing extra work for nothing.

leifi5409/06/2012 12:10

I see. Thank you very much FuZzy :)

spr1n mapper10/06/2012 13:28(edited 10/06/2012 13:31)

using 1-5 brushes for the ground is okay and usually doesnt impact fps at all. so your example http://i.imgur.com/pPlbc.jpg is fine for use

Using a lot more brushes may force compilers to create a lot more additional polygons on the ground (especially with misaligned textures as FuZzy1 mentioned). It really depends on the case, sometimes its just the same, you could compile both your first examples and run them in developer mode
console:
map [mapname]
gl_wireframe 2
developer 1
r_speeds 1


also some more detailed info about polygons and fps available in my article: http://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?259563
cheers

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