[QUOTE=~Kiwi~v2;46976233]Having net_graph 3 would give you more detail on WHY it's lagging.[/QUOTE]
I tried seeing that before, my FPS was in 250 most of the time and everything else seemed fine too.
[QUOTE=~Kiwi~v2;46976322]Then how is it lagging? Did you actually stress test he map normally with net_graph 3 running? did you look at the graphs as to see what was causing it?[/QUOTE]
Here is how is it looks like on average:
[url]http://i.imgur.com/3c23EBW.jpg[/url]
[QUOTE=~Kiwi~v2;46976523]Yep nothing that would suggest excessive load.
Are you running any background applications that are hogging up? The only thing I can recommend that you should check also.[/QUOTE]
The only programs I got running is my anti-virus and Steam. I also gave my map to two other people, both of them said the map was lagging.
Do mat_wireframe 3 and take a screen shot
[QUOTE=Firegod522;46977212]Do mat_wireframe 3 and take a screen shot[/QUOTE]
[url]http://i.imgur.com/CsI0uRS.jpg[/url]
-snip-
Was too blind to see the imgur link right above me :v
[B]Edit:[/B] It seems as if your map has little to no visleaves, therefore rendering the entire map at once. Check [URL="https://developer.valvesoftware.com/wiki/Visibility_optimization"]this[/URL] for some info on visleaving. Also, have you nodrawed the non-visible surfaces? This not only increases framerates, but decreases file size.
[QUOTE=MasterDaPro11;46977340]-snip-
Was too blind to see the imgur link right above me :v
[B]Edit:[/B] It seems as if your map has little to no visleaves, therefore rendering the entire map at once. Check [URL="https://developer.valvesoftware.com/wiki/Visibility_optimization"]this[/URL] for some info on visleaving. Also, have you nodrawed the non-visible surfaces? This not only increases framerates, but decreases file size.[/QUOTE]
Yep, all non-visible surfaces are nodraw.
[QUOTE=vrej;46977314][url]http://i.imgur.com/CsI0uRS.jpg[/url][/QUOTE]
Also setting a max draw distance and optional a fading distance for those models could be a good thing. Of course trees and other big models having a bigger distance than traffic signs or those cars in the garage.
You might wanna take a look at this for optimization.
[url]http://www.youtube.com/watch?v=swBfUW-Bsxs[/url]
[QUOTE=Rammelslakje;46979046]Also setting a max draw distance and optional a fading distance for those models could be a good thing. Of course trees and other big models having a bigger distance than traffic signs or those cars in the garage.[/QUOTE]
I tried actually went even further, I deleted all of the props in the map (Physics, dynamic and static). It made no difference. I really don't understand why it's lagging.
[editline]21st January 2015[/editline]
[QUOTE=LUModder;46979358]You might wanna take a look at this for optimization.
[url]http://www.youtube.com/watch?v=swBfUW-Bsxs[/url][/QUOTE]
I already tried most of the things he mentioned in the video. I'll try to optimize it even more today and see if it makes any difference.
After hours of testing I found the problem. It's the "light" entities causing it. Anyone know how the "light" entities would cause lag? Also HDR seems to be causing even more lag.
[QUOTE=LUModder;46979358]You might wanna take a look at this for optimization.
[url]http://www.youtube.com/watch?v=swBfUW-Bsxs[/url][/QUOTE]
That is a video version of what I posted :v:
[editline]21st January 2015[/editline]
-snip-
oh look you fixed it already :v:
[QUOTE=MasterDaPro11;46984970]That is a video version of what I posted :v:
[editline]21st January 2015[/editline]
-snip-
oh look you fixed it already :v:[/QUOTE]
Spent hours doing what that video said, sadly the map is still laggy. I am yet to understand why the light entities would cause so much lag, there isn't even many of them in the map.
Did you, uhm, give your lights names maybe?
[QUOTE=Mozartkugeln;46993913]Did you, uhm, give your lights names maybe?[/QUOTE]
Lol that's a weird one but i'll try this.
[editline]23rd January 2015[/editline]
[QUOTE=onebit;46994419]Try making a few horizontal hints.[/QUOTE]
I am not fully sure how to add hint brushes, but wouldn't it be hard to add them in a city map?
Have you added any values to the custom appearance option? (eg: flickering lights/fire).
I recently found the constant switching of brightness values has a significant impact on frame-rate stability and produces the sensation of lag due to micro frame-drops every time the light changes intensity. Try removing all instances of the effect you can find and see how things run.
increase the lightmap scale of your buildings that might be casting shadows if its the light causing lag, just experiment with it, if you don't want to compile for ages at a time just do lightmap scale of all geometry in map to 32 as opposed to the default of 16, if you already did this, ignore
[QUOTE=onebit;46995734]One brush across the whole map.[/QUOTE]
Alright I'll try this
[editline]23rd January 2015[/editline]
[QUOTE=youmenow1;46995700]Have you added any values to the custom appearance option? (eg: flickering lights/fire).
I recently found the constant switching of brightness values has a significant impact on frame-rate stability and produces the sensation of lag due to micro frame-drops every time the light changes intensity. Try removing all instances of the effect you can find and see how things run.[/QUOTE]
Tried this once, it didn't change anything, but i'll try again
[editline]23rd January 2015[/editline]
[QUOTE=inspirit;46995788]increase the lightmap scale of your buildings that might be casting shadows if its the light causing lag, just experiment with it, if you don't want to compile for ages at a time just do lightmap scale of all geometry in map to 32 as opposed to the default of 16, if you already did this, ignore[/QUOTE]
Haven't tried that, i'll try this too and thanks everyone for suggesting all of this!
Sorry for bumping the thread but now I am getting a bullshit error whenever I try to compile the map. And no there is no leaks in the map. I also tried taking out areaportals and etc. I tried going to the cords, but there was didn't see any problem there and I also tried the brush ID, and didn't find any problems with that brush. I also tried loading the pointfile and it couldn't find anything.
[code]
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.vmf"
Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/gm_vj_cityatwar/nature/blendashdirt01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 -5179.0 -8904.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 34122:
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 232 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (671995 bytes)
Error! To use model "models/props_c17/slidinggate001.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/slidinggate001.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3320 texinfos to 1734
Reduced 360 texdatas to 314 (16660 bytes to 15276)
Writing C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp
3 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar"
Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp
reading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.prt
122 portalclusters
540 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 528 visible clusters (12.66%)
Total clusters visible: 4170
Average clusters visible: 34
Building PAS...
Average clusters audible: 87
visdatasize:4415 compressed from 3904
writing c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar"
Valve Software - vrad.exe SSE (May 15 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp
Setting up ray-trace acceleration structure... Done (2.09 seconds)
6286 faces
1 degenerate faces
6797514 square feet [978841984.00 square inches]
6 Displacements
9008 Square Feet [1297287.50 Square Inches]
6285 patches before subdivision
227275 patches after subdivision
sun extent from map=0.000000
90 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (36)
transfers 52439886, max 2550
transfer lists: 400.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(94460, 107511, 96797)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23337, 20859, 13328)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(6992, 5115, 2347)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2286, 1402, 469)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(784, 413, 105)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(277, 127, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(100, 41, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(37, 14, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(14, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1175 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 1107/8192 13284/98304 (13.5%)
brushsides 9463/65536 75704/524288 (14.4%)
planes 7740/65536 154800/1310720 (11.8%)
vertexes 9580/65536 114960/786432 (14.6%)
nodes 2156/65536 68992/2097152 ( 3.3%)
texinfos 1734/12288 124848/884736 (14.1%)
texdata 314/2048 10048/65536 (15.3%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1526/0 30520/0 ( 0.0%)
disp_tris 2688/0 5376/0 ( 0.0%)
disp_lmsamples 23731/0 23731/0 ( 0.0%)
faces 6286/65536 352016/3670016 ( 9.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2474/65536 138544/3670016 ( 3.8%)
leaves 2185/65536 69920/2097152 ( 3.3%)
leaffaces 7444/65536 14888/131072 (11.4%)
leafbrushes 2718/65536 5436/131072 ( 4.1%)
areas 10/256 80/2048 ( 3.9%)
surfedges 37756/512000 151024/2048000 ( 7.4%)
edges 22397/256000 89588/1024000 ( 8.7%)
LDR worldlights 90/8192 7920/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 605/32768 6050/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9618/65536 19236/131072 (14.7%)
cubemapsamples 17/1024 272/16384 ( 1.7%)
overlays 51/512 17952/180224 (10.0%)
LDR lightdata [variable] 12486288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4415/16777216 ( 0.0%)
entdata [variable] 194406/393216 (49.4%)
LDR ambient table 2185/65536 8740/262144 ( 3.3%)
HDR ambient table 2185/65536 8740/262144 ( 3.3%)
LDR leaf ambient 7037/65536 197036/1835008 (10.7%)
HDR leaf ambient 2185/65536 61180/1835008 ( 3.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/20596 ( 0.0%)
pakfile [variable] 1967483/0 ( 0.0%)
physics [variable] 671995/4194304 (16.0%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 15547
Writing c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp
1 minute, 9 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\gm_vj_cityatwar.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -toconsole -dev -console +sv_lan 1 +map "gm_vj_cityatwar" -steam
[/code]
I've also tried fixing this with Vrej and trust me when I say that the errors make no sense from our observations.
[QUOTE=onebit;47002529][url]http://www.interlopers.net/errors[/url][/QUOTE]
Yep I use that website to fix many of the errors, but I tried the func_detail, didn't work.
Sorry, you need to Log In to post a reply to this thread.