• framedrops due to long distance?
    3 replies, posted
hi girls n guys! in my map (for a small vr project) i ve got a looong drop through several rooms. at the top room if i look at the ceiling the engine throws ~max fps, but when looking at the floor just ~20 fps. same thing at the bottom room just vice versa. soo, is there any way to fix that ? something like telling the engine not to calculate the things behind the wall, in my case ceiling/floor.. ? area portal or so? here s the drop on video, you can see the framedrops at the net_graph: [url]http://youtu.be/hPp8oz9QijM[/url] (sry for not embedding, facepunch crashed on me 3 times in a row) thanks! numu
ok, sry for the noob question,.. so now i know what areaportals are used for,.. its always the same thing, the second i ask, it works excuse me :( [SOLVED]
[QUOTE=numu;41525336]ok, sry for the noob question,.. so now i know what areaportals are used for,.. its always the same thing, the second i ask, it works excuse me :( [SOLVED][/QUOTE] It's no problem, it happens to the best of us. Since you don't get any experience from fixing something that you don't understand, here's a FYI. The framerate drop isn't due to the distance, it's about all of the stuff in the distance/where the FPS drops. Something can be as long as Source Engine limits allow~ but if nothing is in it, it won't lag. Just as that, if there's a shitload of stuff in something no matter the distance, it will lag. [i](Stuff being anything; props, the func_breakable's you probably used for those floors, etc.)[/i] Which is why areaportals are so handy and help fix this problem, by hiding <stuff> that the player wouldn't see anyways.
[QUOTE=Gamershaze;41525784] Since you don't get any experience from fixing something that you don't understand, here's a FYI. The framerate drop isn't due to the distance, it's about all of the stuff in the distance/where the FPS drops. Something can be as long as Source Engine limits allow~ but if nothing is in it, it won't lag. Just as that, if there's a shitload of stuff in something no matter the distance, it will lag. [i](Stuff being anything; props, the func_breakable's you probably used for those floors, etc.)[/i] Which is why areaportals are so handy and help fix this problem, by hiding <stuff> that the player wouldn't see anyways.[/QUOTE] cheers :)
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