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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