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| Level Design Working On A Map For Red Orchestra? Post Screenshots And Release Your Map Here. |
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#1
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I was wondering what if anything I can do to optimize volumes in my map, those such as minevolumes and noartyvolumes.
Does the number, size, and shape of these volumes have much affect on a map while running or loading, and if so, to what extent? I am trying to optimize my Gazala Line map and while I seem to get decent frame rates running it "in practice mode", the load time to get there seems longer than I want. Any clues, tips, or hints would be greatly appreciated!!!
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#2
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The easiest way to find it out would be a little experiment. Save you map under a different name and delete the volumes out and then load it, maybe it is faster? or even slower
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Peace has cost you your strength! Victory has defeated you! - Bane |
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#3
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Well, it was loading faster before I put them in, but it runs about the same after it is loaded.
But is it loading slower because of the number of volumes, or maybe perhaps the size of them (very large, as they are in a very big map)? Or a combination of everything? Thanks for the reply
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#4
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tbh, i doubt that the volumes will have any noticeable effect on the performance.
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#5
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But loading times?
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#6
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A Volume itself shouldn't have much effect on loading time.. 'file size' wise it's pretty minute, so any real time would come from the initial rendering of the scene/level.. I can see it taking -some- time per volume, but unless you have crazy volumes (like multiple physics types maybe? dunno tbh), I can't see them taking much start-up-time either.
Volumes should be handled on the CPU, so if you also have alot of BSP, you might be running into a CPU bottleneck for the initial scene rendering? Just a guess throwing it out there. How much longer with the volumes are we talking about?
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Coming soon to a pint glass: Iron Curtain Strong Ale | IS-2 Ale | Iosif's Proletariat Ale |
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#7
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lot of textures, and large textures are usually a reason for long loading times
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