E
elroy
Guest
I've almost finished the level I've been building for a month or so now and I'm starting to look at further methods of optimization to improve the frame rates that I'm getting.
I've read up on leafs and such but, never having done this before for HL2 I'm wondering what the best way to tackle the problem that I'm having is:
PROBLEM: I've noticed what, when I'm running the level, if I walk up to a wall that is on the outer edge of the map (eg, nothing (much) is behind it) and look at it my frame rates will sit up around 200 fps.
However if I repeat the same process, but look at a wall that has most of the level behind it, my fps can drop to below 30-40 fps.
As I said, I've done little in the way of optimization to this point (plenty of nodraw textures on unseen faces, but that's it). So I'm wondering what people with a bit of real world experience think is the best way to address this issue? (some kind of blocking volume perhaps - yeah, I'm from the UnrealEd world originally).
Input and advice is appreciated.
~ elroy
I've read up on leafs and such but, never having done this before for HL2 I'm wondering what the best way to tackle the problem that I'm having is:
PROBLEM: I've noticed what, when I'm running the level, if I walk up to a wall that is on the outer edge of the map (eg, nothing (much) is behind it) and look at it my frame rates will sit up around 200 fps.
However if I repeat the same process, but look at a wall that has most of the level behind it, my fps can drop to below 30-40 fps.
As I said, I've done little in the way of optimization to this point (plenty of nodraw textures on unseen faces, but that's it). So I'm wondering what people with a bit of real world experience think is the best way to address this issue? (some kind of blocking volume perhaps - yeah, I'm from the UnrealEd world originally).
Input and advice is appreciated.
~ elroy