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Big performance drop with env_portal_laser

Hi,

I have quite a huge map I'm making, and I've noticed recently that FPS was dropping so I've been doing lots of performance tuning.

I had got my Visleafs all done etc etc, but still monitoring fps with 'net_graph 5' and fraps, it was jumping up and down quite a bit.

Also, using +showbudget, the 'Unaccounted' bar was flickering up/down very quickly all the way.

So, I thought I would trawl through the map deleting things till I found what it was... and I was a bit surprised!

It turns out, if the laser from a env_portal_laser hits any surface other than a prop_laser_catcher (ie creates a spark), then it effects performance quite badly.

I've attached a test vmf, and would appreciate if anyone could compile / load it up and see if it happens on their system or if its something on my system that is funny, or is there any 'known' issue with this and how to correct it?

With the map, just walk onto the floor button and it will lower the wall that will cover the catchers and simulating the lasers hitting a wall. I've got 7 of them in the map, just to show how much it effects performance. I only have 3 in my real map, but even if they are out of sight/visleafs, in another room, they still cause a performance hit.

I suppose the only solution is to turn them off, until I get into that room, but that's still a bit crappy :(

It actually seems to create a problem in the 'real' maps in portal 2, so I'm guessing its a bug.

Seems to effect window mode more (drops 30-40 FPS with just 1 laser) than full screen, and I'm running with all high settings.

Any thoughts would be appreciated.

Rob.

My Portal2 Map: Trapped

My Travel Blog:
Image

I thought lasers were pretty bad to begin with but this was definitely bad. It makes the map go from a good 60fps to a terrible 15fps.

Blocking around 4 was bearable (still around 50-60fps) but any more made the fps drop significantly. If you wanted many lasers pointed at a wall I suggest you reduce how many there are / find a different solution to the puzzle you are making.

I would stick to what you stated above, turning off the lasers till you need them. Even Valve turns off elements until you are actually in the room. It makes you notice it better and it improves performance. If you really wanted to you could use areaportals to seal off whole areas until you reach that area.

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Ok, so its not my setup then, thanks.

Thing is, you cant use lasers without them hitting 'something'... so it kinda makes the a bit nasty to use.

I think it needs some work on from Valve. Not sure how to bring it to their attention, since the Portal bug thread is 1600+ posts on the Steam forums, so they probably dont go through all that :(

Maybe I'll create a support ticket.

Rob.

My Portal2 Map: Trapped

My Travel Blog:
Image

Support told me they will 'forward it to some department', but really I should post it in the 'Suggestions / Ideas' forum under Steam (http://forums.steampowered.com/forums/f ... y.php?f=15), but that looks more like discussions around Steam and not specifically for any certain game.

Ah well... doesn't look too promising, but I guess you never know, they might look at it....

My Portal2 Map: Trapped

My Travel Blog:
Image