Black Mesa

Black Mesa

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Cable Performance Fix [OBSOLETE ON BETA BRANCH]
   
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14 Jul, 2024 @ 11:36am
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Cable Performance Fix [OBSOLETE ON BETA BRANCH]

Description
This bug has been fixed on the public beta branch as of the Fall 2024 update.

If you've installed any amount of mods for Black Mesa using the /custom/ folder method, then chances are you're familiar with this bug. Namely, in the second map of On A Rail in particular (bm_c2a2b), there's a massive performance hit when you press the button to raise the rocket platform.

While it's been known for a while that the problem was somehow due to the cables on the platform, as best I'm aware, no one was entirely sure why. I suspected it was related to the newLights casting shadows from the ropes, but that turned out not to be the case.

Turns out - the problem is that when cables are moving (at least when they're parented to another entity), the engine automatically searches for and loads a corresponding _back.vmt material for the rope in question. Usually, this works fine - but in Black Mesa, its new cables don't have corresponding back materials. This causes the file system to waste loads of time attempting to load files that don't exist, which causes a huge performance hit. This doesn't appear to cause any visual bugs, or spew any errors about the materials being missing, which is likely why it went undiagnosed for so long.

This mod is a very quick fix that simply copies the existing cable materials and adds the _back suffix to them. This alone makes a dramatic difference in performance in a handful of maps in Black Mesa. Note that in some cases, such as c2a2b, there's still some heavy filesystem usage - this appears to be a similar bug, though I'm not sure what precisely is causing it and my quick and lazy attempt at fixing it didn't make a difference. Even so, fixing the cables is enough to bring the framerate in a heavily-modded install from ~20FPS to 75-80.

This should fix any cable-related performance issues in both the vanilla game and mods.

Special thanks to narkvic in the CC Discord for inspiring me to investigate this!
24 Comments
finlandslim 6 Dec, 2024 @ 1:05pm 
@Dave Norton Epic Grave Prank
They've managed to completely break the iconic bullsquid npc ai by removing its ability to bullrush the player, instead making it a stationary turret. The people behind this remake were completely clueless about Half-Life.
Dave Norton Epic Grave Prank 23 Nov, 2024 @ 7:35pm 
You'd think the people behind this game wouldn't have left it in such a pathetic state before moving onto another project. The entire design behind half life games is their ability to play on almost all hard ware without fault.

Mfer OVERCHARGE PLAYS BETTER LMAO
Snark 16 Nov, 2024 @ 7:14pm 
Chad
Nightbreed 29 Oct, 2024 @ 12:01pm 
thx
this is :FireStrike:
Andrew Harlan 30 Sep, 2024 @ 7:15pm 
piola
ANDsan 25 Sep, 2024 @ 9:18pm 
realmente bueno:crashthumbsup:
failure face 10 Sep, 2024 @ 5:23pm 
Any idea if the same problem applies to any of the stuff going on in Gonarch's Lair maps? Some of these power cables sure look like they're moving ever so slightly and my framerate gets wrecked in those areas.
7ᴇᴍᴘᴇsᴛᴲ 9 Sep, 2024 @ 7:51am 
Holy shit 😂
bl1tz [стальная] 8 Sep, 2024 @ 11:16pm 
why does the developer NOT fix this?
Isemenuk27 25 Aug, 2024 @ 8:33am 
Looked up for this in source engine code. In game/client/c_rope.cpp it appears that _back material is used for "fake AA" it can be disabled with rope_smooth 0