Garry's Mod

Garry's Mod

gm_chaparral
Amaurus 29 Mar, 2016 @ 12:14pm
These optimization issues could be solved pretty easily
So the map from what I could tell is very lacking in the optimization department. Almost all of the optimization is done by hammer's own efforts with some areas being completely unoptimized. This causes the engine to render almost the whole map and leading to an extreme amount of frame lag for the end user.

Here's a good example of what I mean for those who might not understand:
Figure 1[i.imgur.com]: In this case, I am at the bottom of the ladder leading into the base from the surface. Currently, the engine is rendering a few props across the map that I wouldn't be able to see, even if I was at the top of the ladder. I have a framerate of 34 FPS in this picture.

Figure 2[i.imgur.com]: After going up the ladder a bit, the engine then begins rendering almost all of the props on the other side of the map. This leads to me having a miserable 9 FPS in this picture.

While I'm sure that it's very difficult to optimize, given that it's a very large map, there are some simple fixes that could be done to make some of the laggiest areas of the map run like a dream.

The main thing the map is lacking is Areaportals. Currently, the map has about 3 or 4 buildings with area portals (use command r_drawportals 1 with sv_cheats 1 to see areaportals ingame). As quoted from the valvesoftware wiki, "Areaportals don't form brushes in a compiled map, so don't count towards the brush lump's size limit." Given that the map is probably bordering on this limit, this makes areaportals the optimal method of optimization.

Adding area portals just to a few key areas would completely solve some major rendering issues. My suggestions of locations is the following:
  • The power station on the border of the town nearest to the powerlines.
  • The tunnel opening into the base.
  • Both tunnel openings going through the mountain.
  • In the door way at the top of the long ladder from the bottom of the military base that leads to the surface.

TL;DR: The map is well designed from an optimization standpoint, it has the potential to run surprisingly well even on low ended systems. It's just not currently capitalizing on fantastic openings for optimizing the map. I would love to do the optimization myself, but I can understand if Turtleey does not want to hand out the VMF.

My apologies if this post sounds like I'm complaining.
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Turtleey  [developer] 14 Apr, 2016 @ 5:34pm 
I missed this until now, but this is very good to know. Thanks for writing this out, almost all of the testing/feedback I got was "it lags" so I've since moved on to other projects. Early in development I ran into 12+ hour compile times, so just said '♥♥♥♥ it', used visleaf clusters, and neglected to remove them later. I can try implementing these changes now to see how much they impact FPS.
Amaurus 14 Apr, 2016 @ 6:20pm 
No worries, I have a friend who contacted you regarding vmfs so he/I could make edits for a server he intends on running. In my viewing of the VMF's, I noticed a few little things in particular that stuck out to me. If you don't mind, I'd appreciate you adding me to your friends list, seeing as it's full (last time I checked)
I got this error before my map just flat out didn't load and went back to the main menu, How do i fix this?

Trying to create entities too early! (prop_physics)
Trying to create entities too early! (filter_activator_name)
Making workshop map available for client download
Unknown command "sv_tags"
Unknown command "sv_tags"
Warning: Table decalprecache is full, can't add decals/rubble01a

Host_Error: CVEngineServer::PrecacheDecal: 'decals/rubble01a' overflow, too many decals
Last edited by ♬♫~Joe Blaze~♫♬; 3 Sep, 2017 @ 8:06pm
racedriver117 6 Nov, 2017 @ 9:50am 
Originally posted by ♫Joe (USA)♫:
I got this error before my map just flat out didn't load and went back to the main menu, How do i fix this?

Trying to create entities too early! (prop_physics)
Trying to create entities too early! (filter_activator_name)
Making workshop map available for client download
Unknown command "sv_tags"
Unknown command "sv_tags"
Warning: Table decalprecache is full, can't add decals/rubble01a

Host_Error: CVEngineServer::PrecacheDecal: 'decals/rubble01a' overflow, too many decals
Yeah I'm at the same boat as you dude.. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1193692360
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