I took a quick look in the editor (Beta5) and have identified a couple areas to work on with regards to optimization.
The biggest problem I initially noticed was the overuse of anti-portals. You have 66 when you should never really have more than 20 in a map. More is not always better because each anti-portal can actually slow the map down if not used optimally. I would cut each floor down to 2-3 anti-portals that cover as much space as you can. The other leftover bits can be left with just the BSP floor.
The next largest contributor to the FPS drop will most likely be the lack of cull distances on static meshes throughout the map. I know it takes a lot of time but all static meshes should have a cull distance assigned to them. At the very least prioritize and give cull distances to the higher poly meshes.
The way the map is designed I can't really see a benefit from zoning off each floor but you may want to try it on a floor or two, just as a test. You should absolutely zone off all of the trader rooms. Right now all of those static meshes inside them are being rendered throughout the map because they don't have cull distances and aren't zoned.
If you need any clarification just ask. Hope this helps.
The biggest problem I initially noticed was the overuse of anti-portals. You have 66 when you should never really have more than 20 in a map. More is not always better because each anti-portal can actually slow the map down if not used optimally. I would cut each floor down to 2-3 anti-portals that cover as much space as you can. The other leftover bits can be left with just the BSP floor.
The next largest contributor to the FPS drop will most likely be the lack of cull distances on static meshes throughout the map. I know it takes a lot of time but all static meshes should have a cull distance assigned to them. At the very least prioritize and give cull distances to the higher poly meshes.
The way the map is designed I can't really see a benefit from zoning off each floor but you may want to try it on a floor or two, just as a test. You should absolutely zone off all of the trader rooms. Right now all of those static meshes inside them are being rendered throughout the map because they don't have cull distances and aren't zoned.
If you need any clarification just ask. Hope this helps.
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