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Вот у меня, на официальных картах 60-80 фпс, на картах операций 45-60, на моей карте у меня выдает те же 48-60.
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Спасибо за ваше внимание.
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к Смолякову что ли?
Give a programmer a repro case, or look at your modified vmt files -- what is all this in console? you have nav mesh where players cannot get because of player clip -- have not even played a round yet.....
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Thank you, though I do not understand you osvmes (because of the language barrier) However, I will try to figure it out and fix your card. Thank U :)
Автор, на твоём месте я бы просто не слушал нытиков с ПК, которым по 8-10 лет. Если у них на минималках подвисает, то увы, нужно железо менять уже. А в целом, карта довольно красиво выполнена, мне нравится ;)
Спасибо за отзыв, если честно, до обновления, карта действительно имела проблемы с оптимизацией. После обновления, я постарался это исправить, результат, вполне играбельная карта. Сегодня вечером будет обновление, которое исправит множество маленьких ошибок, а так же будут некоторые корректировки (с учетом пожеланий игроков)
Надеюсь новое обновление вам понравиться))
Спасибо)
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Thanks for the tip, to be honest, to update the card really had problems with optimization. After the upgrade, I tried to fix it, the result is quite playable card. Tonight will be an update that fixes a number of small errors, as well as there will be some adjustments (with the wishes of the players)
I hope you like the new update))
Thank U)
http://imgur.com/a/1p7j5
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Thank U)
https://steamhost.cn/steamcommunity_com/profiles/76561198010863844/screenshots/
I had a look a the map decompiled and there's a LOT of hint/skip brushes. I noticed that when I played the map there were hundreds of vis leaves in the same area. It might be worth disabling the brushes and letting the engine run a pass over it and start optimising again.
Some errors:
Invalid terrorist spawnpoint at (-251.7,-2641.9,-124.0)
Material uses an out of range $detailblendmode of 8. Should be in [0,7].
Give a programmer a repro case, or look at your modified vmt files
========================================================================
========================================================================
========================================================================
Host_NewGame on map workshop/389196152/de_stmary
KeyValues Error: LoadFromBuffer: missing { in file maps/de_toscan.kv
Failed to load maps/de_toscan.kv
Run around with mat_wireframe 3 and mat_leafvis 3 on.
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Thank you, but I think that I will optimize the map yourself. The problems are mainly connected with the new models of trees. If the flowers I optimized, then the trees requires a special campaign.
Also I have repeatedly reported about problems when the engine renders the fact that he sees.
If I fail, I'll be glad to ask for help from you.
- Optimising brushes, converting all detail to func_detail and all walkable spaces to displacement
- Converting some detail brushes to models
- Rebuilding entire sections, reducing or removing view blocking elements to reduce portals generated by vvis
- Placement of hints and portals to make the most of player positions and angles and render only what's present on screen
- Placement of occluders to hide props that aren't visible
After the above points were done, vvis portals were reduced by more than 3,000, which gave us flexibility for hint and portal placement. In the end, we compiled the map with 1,000 fewer portals than the 11.02.2015 update, but with 20% fps improvement across the map, and more than 50% in some areas.
All benchmarked areas of the map in the 21.03.2015 update, excepting one very high fps area (230+), perform significantly better, with the smallest improvement being 10%.
11.02.2015 Update
Closed spaces
High: 250
Low: 180
Avg: 215
Open spaces
High: 220
Low: 130
Avg: 163
21.03.2015 Update
Closed spaces
High: 270
Low: 210
Avg: 235
Open spaces
High: 270
Low: 160
Avg: 207