dim3 Forum

Full Version: Map Optimization
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Brian, I have a question about map optimization. Do you get more speed and better framerates with:

Less detail per portal and more portals?

Or less portals and more detail per portal?
Portals are meant to speed it up so I'd imagine more portals would igve you a better framerate.
number one all the way because:
a) you can see less portals
b) projectiles only have to check for hits in the current portal that they are in
c) objects only have to check for collisions with objects in the current portal
Cool, I was wondering this, too.
#1, closely followed by site path optimizations. The whole concept of portals is to be able to remove giant sections of the map immediately without effort, in both rendering and collisions.

Look at the new demo, it's a good example of a good portal design.

[>] Brian
Brian, is it possible to optimize distances better? In other engines I know that distances are optimized to be as fast as close-up by LOD. Is there some core optimization for this? Maybe portals could disappear at the Z-Buffer(or w/e) max see distance so that it speeds things up? Or do they do this?

Speaking of optimizations that is...
teh1ghool Wrote:Brian, is it possible to optimize distances better? In other engines I know that distances are optimized to be as fast as close-up by LOD. Is there some core optimization for this? Maybe portals could disappear at the Z-Buffer(or w/e) max see distance so that it speeds things up? Or do they do this?

Speaking of optimizations that is...

That's what the map optimization menu item is for. At certain distances, you can have it knock out bump mapping or go to simpler model drawing, simpler lighting, etc.

I'd rather not auto-disappear ports on people, that's what sight paths are for and the map makers can figure this out better than I can.

[>] Brian
The models still just seem to disappear on the given distance on both my G4 and G5.
change the ops
if that doesn't work, youre computer has a pretty bad z buffer (i think thats what its called)...
I think it's OpenGL's Z-Buffer not his comps. O.o

To fix it add fog or make your maps smaller. BF series fixes this with fog/disappear.
Pages: 1 2
Reference URL's