DM_LOSTVILLAGE performance + visual update

[EYE] Valar

2008-11-25 05:01:09

http://www.eyeclan.net/eyeden/hl2mp/map ... 09.bsp.bz2

overall fps up by 10-15% than orig.
optimized here and there. noting else changed.

thoughts / inputs / outputs. . .



val

Paradox

2008-11-25 07:11:48

Looks nice, and when I ran through it by myself, it was smooth, but without the original maker agreeing, I dont think we cant use it.

[EYE] Valar

2008-11-25 08:13:41

im still trying to locate him. anyone has his email pls shout me.

Ko-Tao

2008-11-27 01:39:28

Heh, weve been trying for a long time now. At this point im pretty sure hes gone for good.

0nti

2008-11-27 02:11:05

can't you ...I dunno just leave the message there is on the map stating wolf balblabla did the map and use this version on CAL?
:/

L2k

2008-11-27 21:36:02

yeah put a decal on the wall in the rpg room and give credit to the original author. Either way if he is gone for good I doubt he would even care heck he might even feel honored if he did find out.

[EYE] Valar

2008-11-28 01:47:53

i think fearsome should ok this. not a problem to leave a visible credit. i btw never changed anything entity wise or brushwork. just added hints, made a few brushes func)detail and added a bit of color to the map. is all.

keefy

2008-11-28 20:58:12

Almost doubled my FPS when looking from the tank which is nice.

BlackRaven

2008-11-29 15:48:21

clans united would also like to use this map, especially my clan since its our homemap. so valar when can you finish it? also is it possible to give it a proper name? maybe r1 instead of 09

edit:

have a look at the fps numbers :D

dm_lostvillage (low settings on the left, high settings (including 16xQ supersampling AA) on the right)

Image Image

dm_lostvillage_09

Image Image

test machine: AMD Athlon64 X2 4200+ @ 2.8GHz, nVIDIA GeForce 8800GT

[EYE] Valar

2008-12-01 03:30:14

BlackRaven

2008-12-01 17:30:32

im gonna try it now thanks m8

[KBH]Tazzer

2008-12-01 22:41:07

will test today bro :wink:

[KBH]Tazzer

2008-12-01 22:58:14

fucking beautiful bro love it!!!!!!!! :D

0nti

2008-12-03 06:19:36

will this be on CAL yes or now ? ;o

Paradox

2008-12-03 07:51:35

Dunno. Fearsome's call.

0nti

2008-12-05 00:56:07

hey valar, did you add color correction or whatever? cuz if I have that enabled the map some funky colors in it.
Like if the sun was in the sunset, so everything is more yellow or whatever o.0
I just disabled color correction and it ended up as it always was..

[EYE] Valar

2008-12-05 01:10:40

0nti wrote:did you add color correction or whatever?..
yes

BlackRaven

2008-12-22 15:17:55

um i did some testing and r1 doesnt always give me better fps compared to the original version. standing on top of the container, for example, i get lower fps. its ok if you cant optimize every square metre but it would be nice to maintain the frame rates that we already have. would you take a look at this when you have time please?

badinfluence

2008-12-22 15:22:09

Screens would help with net_graph3 or show_fps 1.

BlackRaven

2008-12-22 15:47:18

Image Image

Image Image

original -------------- r1

i made these on an empty listen server and the difference is not that dramatic but yesterday when my clan mates were on the server with me the difference we measured was like 20-40 fps. obviously it varies depending on whether or not youre the host (listen or dedicated server), how many people are on the server, how many of em are visible to you etc.

[EYE] Valar

2008-12-22 17:00:18

FPS you see on a listen server (local) is pure while FPS you see on a public server (internet) is affected by people's connections - not pure = server side.

I'm BTW working on a new 4v4 map inspired by Lost Village, i'll post screens soon.


val

BlackRaven

2008-12-22 17:13:25

the screens i posted were taken on a listen server.

Paradox

2008-12-23 01:57:14

Valar, I think you should call it dm_gladiator. It kinda had that kind of feel to me, dont ask me why.

Sacrifist

2008-12-23 05:45:17

[EYE] Valar wrote:FPS you see on a listen server (local) is pure while FPS you see on a public server (internet) is affected by people's connections - not pure = server side.

I'm BTW working on a new 4v4 map inspired by Lost Village, i'll post screens soon.


val
Fps is greatly determined by the amount of players in the map as well. A map Im currently working on will give me 150 fps throughout the map, but adding 11 bots will drop it to 50 lol. Its wide open so that has a huge effect on the large drop. Lost Village has enough turns that it should give no less then 100 fps to any player with a full server. There is nothing special going on in the map to cause any large drops in fps either. Only way someone should get subpar fps on Lost Village is if their pc cant handle the game to begin with.

[EYE] Valar

2008-12-23 12:47:11

true but not always.
my avrg fps on LV is about 120+ but by the tank facing inward to the map fps drops way below 90. that's since you draw 3 areas at the same time on that spot.

@ para - that's not for this map. that's for my map. not LV. :)

Paradox

2008-12-23 14:47:32

[EYE] Valar wrote:true but not always.

@ para - that's not for this map. that's for my map. not LV. :)
Yes but since you mentioned it here....

BlackRaven

2008-12-23 15:28:50

valar are you gonna fix r1?

[EYE] Valar

2008-12-23 18:27:23

Sorry BlackRaven, i mean no offense but i honestly see nothing to fix in r1. FPS and general performance have been well improved and anyone can play the map on a pub or scrims.
CAL game manager made it very clear that this revision cannot be listed in CAL rotation and even if it would have been allowed in CAL there wouldn't be anything i could do with it further. map is fine in r1.
I'm working on a new map made from the ground up that is inspired by LV's layout and gameplay so i suggest watch this space.

thanks,
val

keefy

2008-12-23 20:02:24

Bots use lots of CPU and since source engine seems to depend more on a strong CPU to help your framerates adding many bots will cause your FPS to drop substantially. Pretty sure having 11bots in a server uses more CPU than having 11 human controlled players.

Sacrifist

2008-12-23 22:21:51

keefy wrote:Bots use lots of CPU and since source engine seems to depend more on a strong CPU to help your framerates adding many bots will cause your FPS to drop substantially. Pretty sure having 11bots in a server uses more CPU than having 11 human controlled players.
This is true, but it still will give you a good idea on how the map can handle heavy loads.

BlackRaven

2008-12-24 01:53:48

[EYE] Valar wrote:Sorry BlackRaven, i mean no offense but i honestly see nothing to fix in r1. FPS and general performance have been well improved and anyone can play the map on a pub or scrims.
CAL game manager made it very clear that this revision cannot be listed in CAL rotation and even if it would have been allowed in CAL there wouldn't be anything i could do with it further. map is fine in r1.
I'm working on a new map made from the ground up that is inspired by LV's layout and gameplay so i suggest watch this space.

thanks,
val
there are places on the map where i get lower fps... i wouldnt call that performance improvement. but ok.

badinfluence

2008-12-24 05:06:27

Try both versions of lv on the same server with 0 people in them. There should be an improvement.

keefy

2008-12-24 06:21:31

BlackRaven wrote: there are places on the map where i get lower fps... i wouldnt call that performance improvement. but ok.
What are you complaining about you have 200FPS for christs sake.

[EYE] Valar

2008-12-24 09:17:23

keefy wrote: What are you complaining about you have 200FPS for christs sake.
:lol:

BlackRaven

2008-12-24 12:18:43

keefy wrote:
BlackRaven wrote: there are places on the map where i get lower fps... i wouldnt call that performance improvement. but ok.
What are you complaining about you have 200FPS for christs sake.
but whats the point of using a new version it it runs slower overall? also, not every1 has 200 fps, this version is supposed to help them if im not mistaken but it only makes things worse in certain areas. i like it that i have ~200 fps at the tank now but these things should still be fixed. but if valar doesnt want to, then never mind.

BlackRaven

2008-12-24 12:19:59

badinfluence wrote:Try both versions of lv on the same server with 0 people in them. There should be an improvement.
i just did that, look at the screenies!

[EYE] Valar

2008-12-24 16:35:24

BlackRaven wrote:clans united would also like to use this map, especially my clan since its our homemap. so valar when can you finish it? also is it possible to give it a proper name? maybe r1 instead of 09

edit:

have a look at the fps numbers :D

dm_lostvillage (low settings on the left, high settings (including 16xQ supersampling AA) on the right)

Image Image

dm_lostvillage_09

Image Image

test machine: AMD Athlon64 X2 4200+ @ 2.8GHz, nVIDIA GeForce 8800GT

that's one.
two - make important note that not all spots in a map count the same as far as gameplay goes. the tank spot facing the map inward has so much more to do with FPS than the spot in the middle of the corridor in your later posts. you don't spend ANY time there NOT moving. at the Tank you sure do.

i suggest we move on atp. i honestly appreciate your inputs but from an editor as well as from a player POV any 'improvements' at this point would be, as i said before, redundant and arrive at the same result. i have done the additional "Original Author's" credits bit and that's all i'm going to do on this map.
LV was never a laggy map per say and now its way improved and looks nicer. i think that's super good enough man.

happy fraggin',
val

BlackRaven

2008-12-25 02:14:37

alright m8. i just thought it would be a good idea to look into why during the optimization some frames had got lost in the process. but if you think it would be a waste of time then lets just leave it there cos youre at no obligation to do me favours. thanks for fixing the low fps problem at the tank tho!