[Map] Assault on Grozny (2km) [Released]
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Re: [Map] Assault on Grozny (2km) [WIP]
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
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
- Mineral
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Re: [Map] Assault on Grozny (2km) [WIP]
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.
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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Re: [Map] Assault on Grozny (2km) [WIP]
UG distance is set to 100
best set that to 30-50, that'll help FPS
best set that to 30-50, that'll help FPS
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Re: [Map] Assault on Grozny (2km) [WIP]
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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Re: [Map] Assault on Grozny (2km) [WIP]
To be honest, I think gronzy suffers from the same issue that most PR maps these days do... drawcall overload.[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.
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
![Image](http://i.imgur.com/Sjr9Qel.png)
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.
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Re: [Map] Assault on Grozny (2km) [WIP]
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.
![Image](https://i.imgur.com/iTbFWsw.png)
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Re: [Map] Assault on Grozny (2km) [WIP]
Yeah he could do that. Depending on how big each modular section is, it could save hundreds if not thousands of draw calls[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.
![Smile :)](./images/smilies/icon_e_smile.gif)
- Ason
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Re: [Map] Assault on Grozny (2km) [WIP]
Thanks for the feedback!
Would be great if someone could help me with this, as I know nothing about 3ds..
Do you think it could fix the lag to a normal level?Yeah he could do that. Depending on how big each modular section is, it could save hundreds if not thousands of draw calls
Would be great if someone could help me with this, as I know nothing about 3ds..
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Re: [Map] Assault on Grozny (2km) [WIP]
Umm, can that be done client side for increased performance across the board on maps that have a large amount of "drawcalls", or no?[R-DEV]Amok@ndy wrote:I reduced my fields drawcalls to a 1/1000. From 16000 field objects to 16
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
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Re: [Map] Assault on Grozny (2km) [WIP]
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.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..
![Image](https://i.imgur.com/iTbFWsw.png)
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Re: [Map] Assault on Grozny (2km) [WIP]
that or decreasing VD further too, but it's already at the shorter end for PR
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Re: [Map] Assault on Grozny (2km) [WIP]
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.[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.
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
![Wink ;)](./images/smilies/icon_e_wink.gif)
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.
- Ason
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Re: [Map] Assault on Grozny (2km) [WIP]
Yeah, remaking the city and stuff is really something I would like to wait with until I'm certain there are no options.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.
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Re: [Map] Assault on Grozny (2km) [WIP]
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.
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]
Hey Psyrus, how did you get that drawcall-counter in PR? Is it built into PR or using some software?
Btw I had lowest fps here, in this position, this view (34 fps):
![Image](http://s28.postimg.org/yno7use7v/prbf2_2014_09_24_14_58_13_20.jpg)
![Image](http://s28.postimg.org/624c5vugr/prbf2_2014_09_24_14_58_33_20.jpg)
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?)'[R-CON wrote:[...] Our game is now almost entirely CPU bound, ...
Btw I had lowest fps here, in this position, this view (34 fps):
![Image](http://s28.postimg.org/yno7use7v/prbf2_2014_09_24_14_58_13_20.jpg)
![Image](http://s28.postimg.org/624c5vugr/prbf2_2014_09_24_14_58_33_20.jpg)
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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Re: [Map] Assault on Grozny (2km) [WIP]
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.Daniel wrote:Hey Psyrus, how did you get that drawcall-counter in PR? Is it built into PR or using some software?
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.
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Re: [Map] Assault on Grozny (2km) [WIP]
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?
![Image](https://i.imgur.com/iTbFWsw.png)
AfSoccer "I just don't see the natural talent."
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