• Map has low FPS only in TTT?
    5 replies, posted
Recently i've been working on a medium scale TTT map for gmod and at some point I started to notice rather low fps when entering through the areaportal to the largest area. my fps outside the areaportal is like 150 and as soon as I open the door it drops to 25 and remains around 50. using the 'showbudget' command indicates a huge amount of resources are being used for "unaccounted" i've made sure there are no leaks or anything of that sort and i've been going slightly mad trying to figure out whats going on. a few things i've tried: removing all ttt entities, deleting all props and brushes, deleting all spotlights, deleting certain rooms. (this seemed to help a bit but i couldn't narrow down which part was making it lag) this problem is non-existent in sandbox as i get a constant 220 fps in all areas of my map. this is the compile log [CODE] ** Executing... ** Command: "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod" "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_mttresort.vmf" Valve Software - vbsp.exe (Mar 14 2016) 4 threads materialPath: D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_mttresort.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_mttresort.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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_01*.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... done (1) (479461 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 2103 texinfos to 1428 Reduced 156 texdatas to 143 (4667 bytes to 4264) Writing D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_mttresort.bsp 4 seconds elapsed ** Executing... ** Command: "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod" -fast "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_mttresort" Valve Software - vvis.exe (Dec 9 2014) fastvis = true 4 threads reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\ttt_mttresort.bsp reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\ttt_mttresort.prt 3211 portalclusters 11247 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7) Optimized: 764854 visible clusters (13.23%) Total clusters visible: 5781417 Average clusters visible: 1800 Building PAS... Average clusters audible: 2819 visdatasize:2240497 compressed from 2620176 writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\ttt_mttresort.bsp 9 seconds elapsed ** Executing... ** Command: "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -both -game "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod" -noextra "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_mttresort" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\ttt_mttresort.bsp Setting up ray-trace acceleration structure... Done (0.78 seconds) 7179 faces 13 degenerate faces 882419 square feet [127068344.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 7166 patches before subdivision 43630 patches after subdivision 117 direct lights BuildFacelights: 0...1...2... WARNING: Too many light styles on a face at (-225.035004, 2227.000000, -217.500000) 3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21) transfers 6617388, max 869 transfer lists: 50.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(247440, 163781, 92071) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(154269, 88739, 29739) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(118962, 56608, 13565) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(97255, 37235, 7520) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(81311, 24654, 4599) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(68919, 16432, 2950) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(58861, 10990, 1930) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(50574, 7381, 1274) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(43638, 4974, 844) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(37787, 3363, 560) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(32813, 2280, 372) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(28564, 1551, 247) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(24917, 1058, 164) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(21775, 724, 109) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(19061, 496, 72) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(16709, 341, 48) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(14668, 235, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(12892, 163, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(11344, 113, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(9993, 78, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #21 added RGB(8811, 55, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(7777, 38, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(6871, 27, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(6075, 19, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #25 added RGB(5376, 13, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(4762, 9, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(4220, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #28 added RGB(3743, 5, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #29 added RGB(3323, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #30 added RGB(2951, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #31 added RGB(2623, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #32 added RGB(2332, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(2076, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #34 added RGB(1848, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #35 added RGB(1646, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #36 added RGB(1467, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(1309, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #38 added RGB(1168, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(1042, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #40 added RGB(931, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #41 added RGB(832, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #42 added RGB(743, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #43 added RGB(665, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #44 added RGB(595, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #45 added RGB(532, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #46 added RGB(477, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #47 added RGB(427, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #48 added RGB(382, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #49 added RGB(343, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #50 added RGB(307, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #51 added RGB(276, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #52 added RGB(247, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #53 added RGB(222, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #54 added RGB(199, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #55 added RGB(179, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #56 added RGB(161, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #57 added RGB(144, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #58 added RGB(130, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #59 added RGB(117, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #60 added RGB(105, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #61 added RGB(94, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #62 added RGB(85, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #63 added RGB(76, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #64 added RGB(69, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #65 added RGB(62, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #66 added RGB(56, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #67 added RGB(50, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #68 added RGB(45, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #69 added RGB(41, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #70 added RGB(37, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #71 added RGB(33, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #72 added RGB(30, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #73 added RGB(27, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #74 added RGB(24, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #75 added RGB(22, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #76 added RGB(20, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #77 added RGB(18, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #78 added RGB(16, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #79 added RGB(14, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #80 added RGB(13, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #81 added RGB(12, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #82 added RGB(11, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #83 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #84 added RGB(9, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #85 added RGB(8, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #86 added RGB(7, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #87 added RGB(6, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #88 added RGB(6, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #89 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #90 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #91 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #92 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #93 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #94 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #95 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #96 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #97 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #98 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #99 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #100 added RGB(2, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0213 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) FinalLightFace Done 39 of 39 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 89/1024 4272/49152 ( 8.7%) brushes 1217/8192 14604/98304 (14.9%) brushsides 9640/65536 77120/524288 (14.7%) planes 9964/65536 199280/1310720 (15.2%) vertexes 12839/65536 154068/786432 (19.6%) nodes 5931/65536 189792/2097152 ( 9.0%) texinfos 1428/12288 102816/884736 (11.6%) texdata 143/2048 4576/65536 ( 7.0%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 7179/65536 402024/3670016 (11.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3974/65536 222544/3670016 ( 6.1%) leaves 6021/65536 192672/2097152 ( 9.2%) leaffaces 9140/65536 18280/131072 (13.9%) leafbrushes 3051/65536 6102/131072 ( 4.7%) areas 8/256 64/2048 ( 3.1%) surfedges 50271/512000 201084/2048000 ( 9.8%) edges 29265/256000 117060/1024000 (11.4%) LDR worldlights 117/8192 10296/720896 ( 1.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 645/32768 6450/327680 ( 2.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10302/65536 20604/131072 (15.7%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 15/512 5280/180224 ( 2.9%) LDR lightdata [variable] 2084220/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 2240497/16777216 (13.4%) entdata [variable] 110562/393216 (28.1%) LDR ambient table 6021/65536 24084/262144 ( 9.2%) HDR ambient table 6021/65536 24084/262144 ( 9.2%) LDR leaf ambient 23521/65536 658588/1835008 (35.9%) HDR leaf ambient 6021/65536 168588/1835008 ( 9.2%) 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] 1/12 ( 8.3%) pakfile [variable] 322103/0 ( 0.0%) physics [variable] 479461/4194304 (11.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 19717 Writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\ttt_mttresort.bsp 57 seconds elapsed Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\ttt_mttresort.bsp Setting up ray-trace acceleration structure... Done (0.73 seconds) 7179 faces 13 degenerate faces 882419 square feet [127068344.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 7166 patches before subdivision 43630 patches after subdivision 117 direct lights BuildFacelights: 0...1...2... WARNING: Too many light styles on a face at (-225.035004, 2227.000000, -217.500000) 3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23) transfers 6617388, max 869 transfer lists: 50.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(247440, 163781, 92071) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(154269, 88739, 29739) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(118962, 56608, 13565) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(97255, 37235, 7520) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(81311, 24654, 4599) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(68919, 16432, 2950) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(58861, 10990, 1930) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(50574, 7381, 1274) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(43638, 4974, 844) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(37787, 3363, 560) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(32813, 2280, 372) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(28564, 1551, 247) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(24917, 1058, 164) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(21775, 724, 109) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(19061, 496, 72) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(16709, 341, 48) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(14668, 235, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(12892, 163, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(11344, 113, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(9993, 78, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(8811, 55, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(7777, 38, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(6871, 27, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(6075, 19, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #25 added RGB(5376, 13, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(4762, 9, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(4220, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #28 added RGB(3743, 5, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #29 added RGB(3323, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #30 added RGB(2951, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #31 added RGB(2623, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #32 added RGB(2332, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(2076, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #34 added RGB(1848, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #35 added RGB(1646, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #36 added RGB(1467, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(1309, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #38 added RGB(1168, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(1042, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #40 added RGB(931, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #41 added RGB(832, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #42 added RGB(743, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #43 added RGB(665, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #44 added RGB(595, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #45 added RGB(532, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #46 added RGB(477, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #47 added RGB(427, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #48 added RGB(382, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #49 added RGB(343, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #50 added RGB(307, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #51 added RGB(276, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #52 added RGB(247, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #53 added RGB(222, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #54 added RGB(199, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #55 added RGB(179, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #56 added RGB(161, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #57 added RGB(144, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #58 added RGB(130, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #59 added RGB(117, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #60 added RGB(105, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #61 added RGB(94, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #62 added RGB(85, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #63 added RGB(76, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #64 added RGB(69, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #65 added RGB(62, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #66 added RGB(56, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #67 added RGB(50, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #68 added RGB(45, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #69 added RGB(41, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #70 added RGB(37, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #71 added RGB(33, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #72 added RGB(30, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #73 added RGB(27, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #74 added RGB(24, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #75 added RGB(22, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #76 added RGB(20, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #77 added RGB(18, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #78 added RGB(16, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #79 added RGB(14, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #80 added RGB(13, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #81 added RGB(12, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #82 added RGB(11, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #83 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #84 added RGB(9, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #85 added RGB(8, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #86 added RGB(7, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #87 added RGB(6, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #88 added RGB(6, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #89 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #90 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #91 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #92 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #93 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #94 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #95 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #96 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #97 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #98 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #99 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #100 added RGB(2, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0285 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) FinalLightFace Done 39 of 39 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 89/1024 4272/49152 ( 8.7%) brushes 1217/8192 14604/98304 (14.9%) brushsides 9640/65536 77120/524288 (14.7%) planes 9964/65536 199280/1310720 (15.2%) vertexes 12839/65536 154068/786432 (19.6%) nodes 5931/65536 189792/2097152 ( 9.0%) texinfos 1428/12288 102816/884736 (11.6%) texdata 143/2048 4576/65536 ( 7.0%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 7179/65536 402024/3670016 (11.0%) hdr faces 7179/65536 402024/3670016 (11.0%) origfaces 3974/65536 222544/3670016 ( 6.1%) leaves 6021/65536 192672/2097152 ( 9.2%) leaffaces 9140/65536 18280/131072 (13.9%) leafbrushes 3051/65536 6102/131072 ( 4.7%) areas 8/256 64/2048 ( 3.1%) surfedges 50271/512000 201084/2048000 ( 9.8%) edges 29265/256000 117060/1024000 (11.4%) LDR worldlights 117/8192 10296/720896 ( 1.4%) HDR worldlights 117/8192 10296/720896 ( 1.4%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 645/32768 6450/327680 ( 2.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10302/65536 20604/131072 (15.7%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 15/512 5280/180224 ( 2.9%) LDR lightdata [variable] 2084220/0 ( 0.0%) HDR lightdata [variable] 2084220/0 ( 0.0%) visdata [variable] 2240497/16777216 (13.4%) entdata [variable] 110562/393216 (28.1%) LDR ambient table 6021/65536 24084/262144 ( 9.2%) HDR ambient table 6021/65536 24084/262144 ( 9.2%) LDR leaf ambient 23521/65536 658588/1835008 (35.9%) HDR leaf ambient 23521/65536 658588/1835008 (35.9%) 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] 1/12 ( 8.3%) pakfile [variable] 322103/0 ( 0.0%) physics [variable] 479461/4194304 (11.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 19717 Writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\ttt_mttresort.bsp 54 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_mttresort.bsp" "D:\Program Files (X86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_mttresort.bsp" [/CODE] [editline]30th June 2016[/editline] I've just noticed world rendering also maxes out when I walk through the door. I might try adding more areaportals
It helps to enter your compile log here: [url]http://www.interlopers.net/errors/[/url] Upon doing so its clear that you are running vvis.exe on -fast mode. This is okay for prototyping but causes errors in a finished map. Try running the map with vis on normal and seeing if the problem persists. Furthermore, "warning: too many light styles on a face at (-225.035004, 2227.000000, -217.500000)" means you have too many differently named lights in a certain area. Reduce the number of named lights or have some of them share the same name. Finally, if you are still getting problems then post some screenshots of the map.
Thanks for the help. one of my problems is I can't run vvis on normal as it would take hours, i'm not sure how to fix that. I have no leaks as far as I can tell. another issue is that when I try to seal a small room with an area portal even though its aligned with the walls it'll leak and when I load the pointfile hte red line just goes straight through the wall. here are some screenshots Just outside, pretty normal fps [IMG]http://i.imgur.com/T3kQKVA.jpg[/IMG] as soon as i step through the area portal, note the spike [IMG]http://i.imgur.com/aLy3NcM.jpg[/IMG] inside the largest area. a little bit better. [IMG]http://i.imgur.com/1Y7NCuB.jpg[/IMG] this is looking away from the area where I noticed it spikes [IMG]http://i.imgur.com/Yx9yb43.jpg[/IMG] this is looking at said area [img]http://i.imgur.com/SiUoTQK.jpg[/img] I think it has something to do with this room as if I remove it the fps improves a little bit. This is the one I tried to seal with an area portal. [IMG]http://i.imgur.com/yGelWvF.jpg[/IMG] Thanks again for the help. I'm pretty new to mapping so all this stuff is very confusing.
Half of it could be the gamemode's terrible coding lagging things.
[QUOTE=Stiffy360;50622989]Half of it could be the gamemode's terrible coding lagging things.[/QUOTE] Its not. A gamemode itself on a empty server can't produce this much lag. At least a official one cant. However, I figured out whats lagging the map - its the weapon pickups. Those don't exist in sandbox but I'll guess there's a lot of them in the map. Considering the map is poorly optimized they are all drawn at once and cause lag. OP, you need to find lots and lots of tutorials on map optimization. Check out how func_detail works and when you learn what its all about you will be able to compile the map with vis on normal. Then the lag will go away.
I figured it was just my awful attempt at optimization that was causing this. I sealed off some other areas with portals so it wasn't rendering all at once and deleted a few weapon spawns. the fps seems to have increased substantially so. thanks for the advice all!
Sorry, you need to Log In to post a reply to this thread.