Compiling time?
Quote from Lostprophetpunk on July 17, 2011, 4:28 pmI didn't know about optimization until now. I shall work on the optimization of my next map, but the first map will take me ages to optimize as I'm still learning how to do it.
I didn't know about optimization until now. I shall work on the optimization of my next map, but the first map will take me ages to optimize as I'm still learning how to do it.
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Quote from Skotty on July 17, 2011, 4:43 pmOptimization of existing maps is difficult. The start of every map should already be optimized.
Vis compile time will increase noticeable with single big rooms. If you have a lot of small ones connected with small hallways it won't need very long. Thats because in the big room it needs to create a lot of big Visleafs.
So if you create maps with outside areas, try to use func_viscluster.A normal compile time in Portal 2 should be max. 2 Minutes for Vis.
Optimization of existing maps is difficult. The start of every map should already be optimized.
Vis compile time will increase noticeable with single big rooms. If you have a lot of small ones connected with small hallways it won't need very long. Thats because in the big room it needs to create a lot of big Visleafs.
So if you create maps with outside areas, try to use func_viscluster.
A normal compile time in Portal 2 should be max. 2 Minutes for Vis.
Quote from Aldéz on July 17, 2011, 4:45 pmLostprophetpunk wrote:I didn't know about optimization until now. I shall work on the optimization of my next map, but the first map will take me ages to optimize as I'm still learning how to do it.Glad I could help. Optimization is such a huge topic you can easily drown in it. Portal is rather forgiving though, since it's mostly small rooms. You'll get far with the basics, like func_detail. Then there's hint brushes, areaportals, areaportal windows, func_visclusters, nodraw, lightmap grid resolution...
Skotty wrote:[...]
Vis compile time will increase noticeable with single big rooms. If you have a lot of small ones connected with small hallways it won't need very long. Thats because in the big room it needs to create a lot of big Visleafs.
[..]Just to clarify; size doesn't matter in itself. The exposure and number of visleaves does.
Glad I could help. Optimization is such a huge topic you can easily drown in it. Portal is rather forgiving though, since it's mostly small rooms. You'll get far with the basics, like func_detail. Then there's hint brushes, areaportals, areaportal windows, func_visclusters, nodraw, lightmap grid resolution...
Vis compile time will increase noticeable with single big rooms. If you have a lot of small ones connected with small hallways it won't need very long. Thats because in the big room it needs to create a lot of big Visleafs.
[..]
Just to clarify; size doesn't matter in itself. The exposure and number of visleaves does.
Quote from Lostprophetpunk on July 17, 2011, 4:52 pmSkotty wrote:Optimization of existing maps is difficult. The start of every map should already be optimized.So would I need to make the walls for the rooms into a func_detail? I am still reading up on area portals and all that.
So would I need to make the walls for the rooms into a func_detail? I am still reading up on area portals and all that.
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Quote from Aldéz on July 17, 2011, 4:54 pmAnything that's significant for blocking visibility and sealing the map should not be func_detail.
Anything that's significant for blocking visibility and sealing the map should not be func_detail.
Quote from Skotty on July 17, 2011, 5:00 pmAreaportals are not very necessary in Portal. Because of the fact that you mainly create "small" chambers connected with some sort of hallways, each hallway itself can act as areaportal.
You just have to watch the following: The hallways need some kind of curve or stair, so the player can't see from anywhere in Chamber 1 to Chamber 2. Thats the only thing.The function of func_detail is simple: small brush details or pillars can be func detail.
Every brush will "cut" the Visleafs into more. If you have chambers in destroyed theme and place broken tiles out of brushes everywhere, maybe with different rotations, each of them will cut the visleafs into more. Just think: Vis compile time will decrease with less visleafs.
If you hide all func_details, a room should look as simple as possible. That means: no details (broken panels etc.) and flat surfaces.
Areaportals are not very necessary in Portal. Because of the fact that you mainly create "small" chambers connected with some sort of hallways, each hallway itself can act as areaportal.
You just have to watch the following: The hallways need some kind of curve or stair, so the player can't see from anywhere in Chamber 1 to Chamber 2. Thats the only thing.
The function of func_detail is simple: small brush details or pillars can be func detail.
Every brush will "cut" the Visleafs into more. If you have chambers in destroyed theme and place broken tiles out of brushes everywhere, maybe with different rotations, each of them will cut the visleafs into more. Just think: Vis compile time will decrease with less visleafs.
If you hide all func_details, a room should look as simple as possible. That means: no details (broken panels etc.) and flat surfaces.
Quote from Aldéz on July 17, 2011, 5:06 pmskotty wrote:Optimization of existing maps is difficult. The start of every map should already be optimized.I thought about that for a minute. There isn't much to optimize in the beginning. I prefer to optimize in the end of the creation process because I make so many changes that any optimization soon becomes obsolete.
I thought about that for a minute. There isn't much to optimize in the beginning. I prefer to optimize in the end of the creation process because I make so many changes that any optimization soon becomes obsolete.
Quote from Lostprophetpunk on July 17, 2011, 5:20 pmAld?z wrote:Anything that's significant for blocking visibility and sealing the map should not be func_detail.So from what I am reading, the walls can be world brushes, but anything inside a func_detail. As all of my walls/floors seal the map, so no leaks happen.
Then at the start of an entrance to another room, I should place an areaportal?
So from what I am reading, the walls can be world brushes, but anything inside a func_detail. As all of my walls/floors seal the map, so no leaks happen.
Then at the start of an entrance to another room, I should place an areaportal?
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Quote from Skotty on July 17, 2011, 5:28 pmForget about the areaportals. Their need in Portal 2 is very very limited. They just are senseful if you have to hide rooms with a lot of graphic costing things in it. Due the "small" rooms in Portal you will nearly never need this.
Big outside areas like in Half-Life would need this.Use func_details just on details, small things and pillars. If you have a wall blocking the whole view of the player, don't make it to func_detail, because the VIS will hide everything the player can't see behind this wall.
If you make walls in your room to func_detail, the game will render all objects behind the wall while the player can't see them (and thats waste of FPS). Always think like this!
Small details on the floor like single broken tiles won't block the players view, so make them to func_details.
Small pillars in a room won't block the view, because you can look past it.
Forget about the areaportals. Their need in Portal 2 is very very limited. They just are senseful if you have to hide rooms with a lot of graphic costing things in it. Due the "small" rooms in Portal you will nearly never need this.
Big outside areas like in Half-Life would need this.
Use func_details just on details, small things and pillars. If you have a wall blocking the whole view of the player, don't make it to func_detail, because the VIS will hide everything the player can't see behind this wall.
If you make walls in your room to func_detail, the game will render all objects behind the wall while the player can't see them (and thats waste of FPS). Always think like this!
Small details on the floor like single broken tiles won't block the players view, so make them to func_details.
Small pillars in a room won't block the view, because you can look past it.
Quote from Lostprophetpunk on July 17, 2011, 5:33 pmThanks for the help with this. So what if I have panels that open up revealing another room?
Thanks for the help with this. So what if I have panels that open up revealing another room?
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