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Map building for performance? #47837
06/14/05 08:40
06/14/05 08:40
Joined: Dec 2001
Posts: 941
England
LoneWolf Offline OP
Developer
LoneWolf  Offline OP
Developer

Joined: Dec 2001
Posts: 941
England
Does anyone know if building with Visibility on and lighting set to high if it makes any difference to performance compared to visibility on but lighting low?
I am currently trying to build a level to see if it will run any better but it takes ages once you set it to visibility on and lighting high

Thanks


Wolfpack Software (www.wolfpacksoftware.com) A catalyst in the evolution of games Available for paid work
Re: Map building for performance? [Re: LoneWolf] #47838
06/14/05 08:46
06/14/05 08:46
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Yes, of course. Ligthmaps with higher resolution take more videomemory and rendering performance than lower ones and when you have a map without lightmaps you get a better performance than all the other possibilities I mentioned above.

So, for testing purposes use no lightmaps or lower lightmaps. The final map should consist of high res lightmaps. But dont forget! Overall performance is most affected by code and the amount of triangles and that stuff. Lightmaps do have a lower priority in this case.

Re: Map building for performance? [Re: HeelX] #47839
06/14/05 23:00
06/14/05 23:00
Joined: Dec 2001
Posts: 941
England
LoneWolf Offline OP
Developer
LoneWolf  Offline OP
Developer

Joined: Dec 2001
Posts: 941
England
Thanks for the reply .
Well i cancelled the build on my level because it was taking well to long for me to keep going. I decided to put together a smaller test level with lots of cylinders and a wall covering in between.
Building with full light and visibility makes a HUGE difference. It appears that compiling one or the other does not seem to work at all for performance enhancements. Looks like the BSP culling only works if you do a full build.
Maybe i will test more tomorrow


Wolfpack Software (www.wolfpacksoftware.com) A catalyst in the evolution of games Available for paid work

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