Garry's Mod

Garry's Mod

gm_fork
ballistA 11 Mar, 2017 @ 7:00am
Optimize the map
Please do the following

-Make it so that the map only renders what you see, instead of the entire map.
-There doesn't need to be textures under the map where nobody can enter, please make that invisible clipping
-There's tons of water under areas that don't need water. (Under roads and such) please remove it.
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Showing 1-3 of 3 comments
Blueberry_pie  [developer] 11 Mar, 2017 @ 12:44pm 
It's definitely true that there's a lot more being rendered than what is necessary. At the time, I decided that the benefits of fixing that would not outweigh the amount of time and effort involved. When you consider how open-ended the map is, there are relatively few places where you would get a significant performance boost by hiding unseen geometry. Plus, using that kind of optimization would massively increase the compile times for a map of this size. Compiling the map is enough of an ordeal as it is, and I didn't want to complicate things further. In the end, I felt that simply using fade distances on models would be the most cost-effective option.

As for the last two points, I think you're overestimating the performance impact of those changes. I believe that the biggest bottleneck right now is the number of trees in the map and the amount of unique materials/textures (mainly in the town area). I may look into that at some point, but right now I think it's more worthwhile to focus on finishing my next map.
ballistA 11 Mar, 2017 @ 12:54pm 
Originally posted by Blueberry_pie:
It's definitely true that there's a lot more being rendered than what is necessary. At the time, I decided that the benefits of fixing that would not outweigh the amount of time and effort involved. When you consider how open-ended the map is, there are relatively few places where you would get a significant performance boost by hiding unseen geometry. Plus, using that kind of optimization would massively increase the compile times for a map of this size. Compiling the map is enough of an ordeal as it is, and I didn't want to complicate things further. In the end, I felt that simply using fade distances on models would be the most cost-effective option.

As for the last two points, I think you're overestimating the performance impact of those changes. I believe that the biggest bottleneck right now is the number of trees in the map and the amount of unique materials/textures (mainly in the town area). I may look into that at some point, but right now I think it's more worthwhile to focus on finishing my next map.

Will this map your working on be compatible with Last Stand?
Blueberry_pie  [developer] 11 Mar, 2017 @ 1:05pm 
I'm not involved with that addon, so I have no idea. My new map will be similarly large and open-ended, so I guess it could be compatible, but it's not really up to me.
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