Framerates go wild in Community Maps (2.3)

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Framerates go wild in Community Maps (2.3)

Postby ASL » Tue Jun 05, 2007 3:15 am

I've been playing 2.3 for a little bit offline with bots, just to finally get a look at all the community maps. One thing I've noticed is that the framerates are all over the place. In a lot of levels I get between 200-500fps on mediumish settings, but on a few it goes down to 20 or less! Is this an issue with 2.3 or are a few of the maps just really badly optimized?
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Postby divVerent » Tue Jun 05, 2007 7:35 am

Two issues.

First of all, yes, some maps are really badly optimized (or not at all) and perform badly.

Secondly, for some maps such optimizations aren't really possible - for example eggandbacon is just one big room and often causes fps drops because you can see all other player models. Capturecity is too open to get much gain from visibility calculations, but surprisingly that map did improve quite much with 2.3.

But can you name the maps that work badly? Maybe we can do something about them.
Last edited by divVerent on Tue Jun 05, 2007 7:35 am, edited 1 time in total.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Zico » Tue Jun 05, 2007 7:35 am

I noticed, son some maps, "Realtime Dynamic light" has such an impact so those maps are unplayable for me whit this effect turned on.

That was in older versions, didn't try them with 2.3 yet.
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Postby esteel » Tue Jun 05, 2007 12:12 pm

I usually play at the 'low' settings when playing online, and my fps never drop below 100.. Not sure how others think about it but for playing online low settings should be the thing the use. for watching demos or making movies, screenshots however i use ultimate settings and always i marble at the nice visuals :) (and at the low fps :P but hey its ultimate settings so thats ok)
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Postby Zico » Tue Jun 05, 2007 12:40 pm

I like to play with some nice effects - but I also prefer FPS over Graphics. So I deactivate everything that pulls me below 90FPS.

EDIT: I really like Dynamic Lighting, but the more dynamic lights are displayed, the worse it gets on my system (but mostly not below 90FPS).
I just thought about it if it would be possible to set the "amount" of dynamic lights in further versions. I know games where I can set how many shadows are displayed and if that limit is reached only the XX objects that are close to me, display shadows. Wouldn't that be possible for Dynamic lights as well? Or even other Realtime effects? (Example: Realtime Bumpmapping in a range of XX meters/XX textures)
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Postby ASL » Wed Jun 06, 2007 2:48 am

Hmm, I went through the community map pack maps real quick alone with realtime lights and stuff turned off (HDR and bloom off though). The ones that really died in performance were:

Disinformation (dm_bal3dm3)
Distonic (dm_distonic)
Monolith (dm_monolith)
OVERDOSE: BLUE (dm_q3skoredm1)

I'll try shutting off some of the fancy effects, but I do hope that something can be done to optimize performance.

EDIT: Yeah, shutting off the realtime light and shadows spikes the framerate to a constant 100+ for all the aforementioned maps, but I hope that new versions can be put out to where I can get at least 60 for having realtime lights on.
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Postby esteel » Fri Jun 08, 2007 6:09 pm

Well those maps you mentioned were made for quake3, which uses a completely different engine, those maps were never optimized for stuff like real time lights. Not sure if the engine can be improved a lot more. Though that last improvement in 2.3 was quite high :)
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