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Kill / KillHierarchy useful for optimization?

Hey guys,

I'm creating a map where the player moves through many rooms he will never reach again.

Is it actually useful (in general) for the sake of optimization to KillHierarchy func_movlinear's and stuff? Or do you think the game might 'lag' when doing so?

The map consists of about 10 chambers with an amount of roughly 5 moving entities per chamber. (Did not want to load a new map after a 10 second chamber was passed)

Hi,

I would start/stop any moving or sound related entities in each room as you pass them.

It does cause the game lag, if you have a fairly large map.

One of the biggest culprits for lag is a env_portal_laser if its not 'connected' to a prop_laser_catcher. If you have more than about 3 in a map, then it can cause big problems.

Just use triggers to stop them, probably dont need to kill them, just turn them off or 'stop' the sounds.

Rob.

My Portal2 Map: Trapped

My Travel Blog:
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Yes, what robdon said. Any moving entity or sounds playing will reduce performance, even if you cannot see them.
You can also use areaportals/area portal windows to severly cut visibility on previous areas.

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