• How to find and cure lag?
    6 replies, posted
So, on my map, you get around 60 FPS, but if you look at the spawn from the other side of the map you lag, how ever when there you don't lag.
probably because youre looking over the entire map. have you used func_detail and func_visclusters?
[QUOTE=ROBOT EVAN;49585213]probably because youre looking over the entire map. have you used func_detail and func_visclusters?[/QUOTE] func_detail yes, not viscluster tho?
[QUOTE=Borris_Squad;49585230]func_detail yes, not viscluster tho?[/QUOTE] i strongly recommend using func_viscluster. if this is that new york map of yours we are talking about, you should still divide the map into 4 visclusters and see how it performs.
[QUOTE=ROBOT EVAN;49585260]i strongly recommend using func_viscluster. if this is that new york map of yours we are talking about, you should still divide the map into 4 visclusters and see how it performs.[/QUOTE] Ok thank ye
[QUOTE=ROBOT EVAN;49585260]i strongly recommend using func_viscluster. if this is that new york map of yours we are talking about, you should still divide the map into 4 visclusters and see how it performs.[/QUOTE] i thought func_visclusters only speed up compile time and did not exist ingame or something? Am i mistaken?
func_visclusers, tells VVIS that the leaves inside of it can see each other. So it doesn't have to calculate visibility in that area therefore reducing compile time. However, you need to be careful and should only really use them on large open areas. For example, it would be ill-advised to use them as such: [t]http://i68.tinypic.com/fci2q8.jpg[/t] The large grey box in the centre is a huge visibillity blocker so putting func_visclusters around it tells VVIS that person A, can see person B which you don't want because it means when you are person A, everything where person B is standing is rendered. This would be bad optimisation.
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