[Map] Assault on Grozny (2km) [Released]

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Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

The important thing will be FPS with 99 other people on the map, that's what counts in the end. You'll need to plan to do optimisation because probably you'll have to do some.

Looking at the files alone

to do-

OGatlas needs to be manually packed to decrease size to 2048x1024, I assume you were waiting til after the test

76 lightmap atlases is too many. Quick checks to make are to ensure the russian village statics have had their destructable sections lightmaps' resized to 8x8px and you haven't given any simple objects large lightmaps
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Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Mineral »

skirmish:
Frames: 7415 - Time: 276343ms - Avg: 26.833 - Min: 0 - Max: 80

aas:
Frames: 51883 - Time: 2083141ms - Avg: 24.906 - Min: 0 - Max: 79

really not playable with 100p. Focus on the lightmaps and lowering the amount of unique statics.
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Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

UG distance is set to 100

best set that to 30-50, that'll help FPS
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Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

Still less enterables as I mentioned before. I know its awesome to have a lot because you never know where you enemy firing from, but its just to much, and to many high poly cars near them.
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AfSoccer "I just don't see the natural talent."
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Psyrus
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Psyrus »

[R-DEV]Rabbit wrote:Still less enterables as I mentioned before. I know its awesome to have a lot because you never know where you enemy firing from, but its just to much, and to many high poly cars near them.
To be honest, I think gronzy suffers from the same issue that most PR maps these days do... drawcall overload.

Fallujah has about 2500-3000 drawcalls in low performance areas (with no other people on the server)

Gronzy has almost double that number in some areas

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I think the biggest culprit is that there are those modular sidewalks everywhere. Note how going past one of the walls I made an OCC mesh for fixes it right up. If I get time later, I'm going to edit the map to remove the sidewalks to see if it has any performance impact.
Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

Hmm, if it is drawcalls couldn't he upload all the sidewalks in 3ds and make each block(sidewalks only) its own static? When that was done with nuijamaas fields it sent my fps from ~30 to ~70.
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AfSoccer "I just don't see the natural talent."
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Psyrus
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Psyrus »

[R-DEV]Rabbit wrote:Hmm, if it is drawcalls couldn't he upload all the sidewalks in 3ds and make each block(sidewalks only) its own static? When that was done with nuijamaas fields it sent my fps from ~30 to ~70.
Yeah he could do that. Depending on how big each modular section is, it could save hundreds if not thousands of draw calls :)
Amok@ndy
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Post by Amok@ndy »

I reduced my fields drawcalls to a 1/1000. From 16000 field objects to 16
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Thanks for the feedback!
Yeah he could do that. Depending on how big each modular section is, it could save hundreds if not thousands of draw calls
Do you think it could fix the lag to a normal level?
Would be great if someone could help me with this, as I know nothing about 3ds..
Souls Of Mischief
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Souls Of Mischief »

[R-DEV]Amok@ndy wrote:I reduced my fields drawcalls to a 1/1000. From 16000 field objects to 16
Umm, can that be done client side for increased performance across the board on maps that have a large amount of "drawcalls", or no?
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
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Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Mineral »

no...........
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Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

Sorry mate, its something that needs to be done mapper side
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Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

Ason wrote:Thanks for the feedback!


Do you think it could fix the lag to a normal level?
Would be great if someone could help me with this, as I know nothing about 3ds..
I highly doubt its that easy, a lot of people only got 5fps on your map. I think with more occ meshes, fewer enterables in one location, less unique objects and OG/UG/LM atlas optimization will get you to a sbeneh area for fps.
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AfSoccer "I just don't see the natural talent."
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Rudd
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

that or decreasing VD further too, but it's already at the shorter end for PR
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Psyrus
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Psyrus »

[R-DEV]Rabbit wrote:I highly doubt its that easy, a lot of people only got 5fps on your map. I think with more occ meshes, fewer enterables in one location, less unique objects and OG/UG/LM atlas optimization will get you to a sbeneh area for fps.
I would personally take it one step at a time. Batching the sidewalks first, benchmarking performance vs the previous version, if it made a difference... move on to the next one.

Our game is now almost entirely CPU bound, but I'll set aside some time today to demonstrate that with GPUz, debug mode PR and some stats ;)

Edit: By the way, sometimes I think that our OCC meshes may be hurting performance because we have so many enterables that have somewhat complex OCC meshes, and not many large buildings that occlude very much. I'll give it a test later today when I'm doing the stats gathering. In the debugger you can turn off occlusion culling. When I did that for Sbeneh it gave me on average +4 fps. On maps like Muttrah they've very useful, but on more spread-out cities with lots of enterables, not so much.
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Ason
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

I would personally take it one step at a time. Batching the sidewalks first, benchmarking performance vs the previous version, if it made a difference... move on to the next one.
Yeah, remaking the city and stuff is really something I would like to wait with until I'm certain there are no options.
Arc_Shielder
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Arc_Shielder »

Honestly, even if there are a few solutions on the side to improve performance, you will still have to do something about the map. You can keep the density of the map while sacrificing a few things, like decreasing the nr of different objects you used. In one of the city entrances I saw at least 4 different walls in the same block. Not only you will improve performance for everyone, but you will also accomplish a more uniform look. Right now the city looks a bit schizophrenic with a vast array of architectonic styles and textures.

Improve on this regard at least, decrease a bit of the VD and see how it goes. I think this on itself would be a much needed boost.

And congrats on the map btw. It definitely has the potential to be one of the most played in PR.
Last edited by Arc_Shielder on 2014-09-24 12:18, edited 1 time in total.
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Daniel
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Daniel »

Hey Psyrus, how did you get that drawcall-counter in PR? Is it built into PR or using some software?

'[R-CON wrote:[...] Our game is now almost entirely CPU bound, ...
Well, so all we actually need is to request from Intel to FINALLY manufacture a UBER strong 4.0 GHz DUAL-core, and we wouldn't have ANY issues with PR fps, right? (Or what does the CPU need apart from very strong single-core performance?)


Btw I had lowest fps here, in this position, this view (34 fps):

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Spoiler for And THIS is still the funniest vehicle on that map! Even if it is quite hard to jump on it without a ladder next to it, maybe the mapper could add a ladder next to the spawn of the Tunguska, that ladder from Airfield-Hangars?:
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Psyrus
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Psyrus »

Daniel wrote:Hey Psyrus, how did you get that drawcall-counter in PR? Is it built into PR or using some software?
You have to start the debugger version of PR, and that has a TON of options, you can change view distance on the fly, enable a bunch of different things, disable statics drawing at all... very interesting tools.

Usually when you do renderer.drawfps 1 it will show you just the basic info, but in the debugger it will show the info in my screenshot.
Rabbit
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Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rabbit »

Any change you know any statics with really simple and effective occ meshes (tall, wide simple box) that he could use to help replace some complex statics?
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AfSoccer "I just don't see the natural talent."
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