Author Topic: Keeping FPS Up!  (Read 835 times)

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Offline Gippal

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Keeping FPS Up!
« on: May 01, 2007, 02:30:13 pm »
Well, I'm working on a map. And the the dimension of it is going to be a bit wide. That's when the thought occured, "Will it lower the FPS?". My FPS in TW_Windmill is just about cut in half. Windmill is a very long map (10261 x 1993), but it also has 2039 polygons.

If I keep my polygon count low, it won't effect the FPS a whole lot, will it? My map is going to be a lbit wider than VTT's TW_ColdMorning (9504 x 1952 and 1246 polygons, as well as rain animation in background), and I can play his map fine without any FPS problems.

Any ideas as to whether or not the FPS will suckz0r? P=

Doing the math, it doesn't look like FPS will be bad, but I'd like some more opinions.

Edit: I lied. It's almost twice the length of ColdMorning now (isn't going to get any wider), but I've managed to keep it at 733 polygons so far. x_X;

17184 x 2516. (I almost didn't post that. 17184 is a scary number.)
« Last Edit: May 01, 2007, 06:52:51 pm by Gippal »

Offline VirtualTT

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Re: Keeping FPS Up!
« Reply #1 on: May 06, 2007, 05:36:22 pm »
In case of big maps having some sketchs and concept photos helps to remember what you are trying to create and to keep style and atmosphere of the map solid.  So i definately recomend to have some.
Well there is a lot of various aspects of creating a good tw map, but i'm kinda lazy  ::) so i'll list only most important:
- before creating tw map you need to create positions scheme (it better be new)
- tw map must be mostly flat, with minor elevation difference, but also must have some  elevation jumps/cliffs/walls on borders, very wavy or ulta flat landscape screws gameplay.
- running from base to frontline shouldn't take more then 25~35 s
- respawn points should be protected
- proper trenches/fire positions - their disign should allow players to fire while they are getting protection
- avoid adding many sceneries and doesn't collide polygons infront of player, however there should be some ways to sneak to enemy base
- avoid adding obstacles made of normal polygons (like boxes and such...)
- spray area of statguns must be limited
- no jet, no medkits
- all anti-lag measures, *save* polygon structure
- some birbwire makes players run faster  ;D it'is important tactical element, so it should be balanced

so i think 17184 is way too much...
also to improve perfomance you need to lower amount of colliding polygons to minimum

Offline Gippal

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Re: Keeping FPS Up!
« Reply #2 on: May 07, 2007, 12:19:36 am »
I gave it a test run, and decided that I should shorten it a while ago. It seems polygons deform if the map is too big. xD

By colliding, do you mean "only ---- collides" polygons?
« Last Edit: May 07, 2007, 12:22:11 am by Gippal »

Offline VirtualTT

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Re: Keeping FPS Up!
« Reply #3 on: May 07, 2007, 12:18:04 pm »
If you open ColdMornig for example you'll see that most of it's polygons are *dosn't collide* type and only serface polygons are normal type. Most of normal games have separate visual and collision meshes, so with enabled alpha-transparency in soldat 1.4 you can lower number and simplify structure of colliding polygons, making it less laggy and impruving perfomance.

Offline Gippal

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Re: Keeping FPS Up!
« Reply #4 on: May 10, 2007, 10:23:19 pm »
Ah, now I understand. Thanks.