How many prop_physics_multiplayer is too many?

  • Thread starter Thread starter haireola
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haireola

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Well, I got lazy. I didn't feel like creating func_detail brushes for the rows of benches in my debut map dm_pleabargain (please, don't be too harsh, it's an early WIP). So I created 128 individual prop_physics_multiplayer entities of the bench model found in the props_c17 folder. Where I had been getting 250-300 fps, I was only getting anywhere from 5 to 100 fps after adding all the benches. So, back to the drawing board (screenshots below).

Also, I know it's been asked before, but anybody know of some way to get deathmatch players to show up on point_camera?
 
That is a huge amount of physics objects.

Prop Info

I think detail brushes or static props might be a better way to go if you need that many. My guess is that your +showbudget probably spikes in the physics category after you fire your RPG.

From my understanding physics_multiplayer should only be used where it is ok if the physics react a bit differently for each player. IE. Sawblades need to be regular because you need to know if you hit someone, but a milk carton doesn't really matter and can be physics_multiplayer.
 
yeah, I'd say that's way too many. anyhow, what was your FPS when you shot the RPG?
 
ty for suggestions, a55b0t, and cuban4hire: it got as low as 5 fps for about 1/2 second, then while props were still moving about fps hovered around 50.
 
Do they need to move? Otherwise, check their "start asleep" and "motion disabled" flags, this should save some physics calculations and will basically turn them into static props.
 
Thanks all. I've decided to just create benches out of func_detail brushes. FPS back up to nominal now. Now on to areaportals (bah....)
 
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