Facebook Twitter YouTube Frictional Games | Forum | Newsletter | Dev Blog | Dev Wiki | Support | Shelf | Store

Privacy Policy


Post Reply 
 
Thread Rating:
  • 1 Votes - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Potentially seeing through walls: a performance issue
Author Message
Tanshaydar Offline
From Beyond

Posts: 3,091
Joined: Mar 2009
Reputation: 66
Post: #11
RE: Potentially seeing through walls: a performance issue
(08-26-2011 03:33 PM)Acies Wrote:  You have a lot of imported textures/models? Have you made any custom textures yourself?

If they are in the same layout as the amnesia textures that could perhaps increase performance.

Yes, that level I'm talking about does not include a single texture from Amnesia. They are all 512x512 and with bump and specular maps. They are all in jpg format.

Layout? Like what?


(08-26-2011 03:24 PM)plutomaniac Wrote:  How big are your maps? Maybe your graphics card is not strong enough. Even without objects and stuff it lags? Maybe a custom wall or model does that. Sometimes I notice lags when using some converted models that generate lots of bad normal and errors at HPL.log. But that's because I add objects.

1.5 MB without objects. At least ten minutes to look at all of the rooms.

I don't count objects with bad normal errors... Also removing doubles doesn't work.

(This post was last modified: 08-26-2011 03:39 PM by Tanshaydar.)
08-26-2011 03:36 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Acies Online
Posting Freak

Posts: 1,281
Joined: Feb 2011
Reputation: 54
Post: #12
RE: Potentially seeing through walls: a performance issue
(08-26-2011 03:36 PM)Tanshaydar Wrote:  Yes, that level I'm talking about does not include a single texture from Amnesia. They are all 512x512 and with bump and specular maps. They are all in jpg format.

Layout? Like what?

I'm unsure.. But I think that converting them to .dds might save you performance. And what I mean by "Layout" (don't know if that is the correct english word) is how the different tile-sets are constructed. The castlebase for example consists of 7 different diffuse textures (all with their nrm and spec maps). By having a base texture and then combining it with a part of "castlebase_details.dds" they can create several different unique models and still save performance. I think that this method is more efficient than creating a specified texture for each model.

[Image: mZiYnxe.png]


08-26-2011 03:48 PM
Find all posts by this user Quote this message in a reply
plutomaniac Offline
Super Moderator

Posts: 4,358
Joined: May 2011
Reputation: 72
Post: #13
RE: Potentially seeing through walls: a performance issue
1.5MB? It is a big map but not that it should cause such problems. Maybe if you convert them to .dds like Acies said? Also make sure all of them are pw2 size(512x512, 1024x1024 etc...)

What gpu do you have? It might be that...

[Image: 2me72wn.gif]
(This post was last modified: 08-26-2011 04:00 PM by plutomaniac.)
08-26-2011 04:00 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Tanshaydar Offline
From Beyond

Posts: 3,091
Joined: Mar 2009
Reputation: 66
Post: #14
RE: Potentially seeing through walls: a performance issue
Yup, I'm sure they are all 512x512
I have ATI Mobility Radeon HD4570 but I don't think that's the issue since I get 60 fps on some of the maps.

Converting to dds... I'll give it a try.

(This post was last modified: 08-26-2011 05:44 PM by Tanshaydar.)
08-26-2011 05:35 PM
Visit this user's website Find all posts by this user Quote this message in a reply
plutomaniac Offline
Super Moderator

Posts: 4,358
Joined: May 2011
Reputation: 72
Post: #15
RE: Potentially seeing through walls: a performance issue
Mmm, it is a laptop card and it supports OpenGL 3.2. Memory 512MB. Well, it could be the graphics card memory. When there are too much to handle the FPS drops a lot usually.

What program will you use to convert to DDS? I'm looking for one that works.

[Image: 2me72wn.gif]
08-26-2011 05:54 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Tanshaydar Offline
From Beyond

Posts: 3,091
Joined: Mar 2009
Reputation: 66
Post: #16
RE: Potentially seeing through walls: a performance issue
I will use nVidia Photoshop plugin. I just tested and DXT5 works fine. I'll convert all of my custom textures to .dds and see if it helps.

08-26-2011 06:03 PM
Visit this user's website Find all posts by this user Quote this message in a reply
plutomaniac Offline
Super Moderator

Posts: 4,358
Joined: May 2011
Reputation: 72
Post: #17
RE: Potentially seeing through walls: a performance issue
ok, convert them all and tell us whether this fixed your issues.

[Image: 2me72wn.gif]
08-26-2011 06:18 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Post Reply 




User(s) browsing this thread: 1 Guest(s)