Optimization/Level Design: Difference between revisions
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{{abstract mapping}} | {{abstract mapping}} | ||
== Areas == | == Areas == | ||
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:There's no excuse! Leaks will invalidate almost all of your efforts elsewhere. | :There's no excuse! Leaks will invalidate almost all of your efforts elsewhere. | ||
;[[Visibility optimization|Visibility]] | ;[[Visibility optimization|Visibility]] | ||
:Reducing the number of surfaces and objects that are | :Reducing the number of surfaces and objects that are drawn in the first place. This is the largest and most important area. | ||
;[[Physics optimization|Physics]] | ;[[Physics optimization|Physics]] | ||
: | :Various tricks to avoid overloading the CPU with physics calculations. | ||
;[[Material optimization|Materials]] | ;[[Material optimization|Materials]] | ||
:Correct material choices will allow your map to scale down its demands on slower computers. | :Correct material choices will allow your map to scale down its demands on slower computers. | ||
;[[Lighting optimization|Lighting]] | ;[[Lighting optimization|Lighting]] | ||
: | :Performance and file-size optimisation. | ||
([http://hl.logout.fr/?p=optimisation En Français?]) | |||
== Commands == | == Commands == | ||
There are plenty more than those listed below — find them in their relevant articles. Note that <code>[[sv_cheats]]</code> must be enabled for most to work. | |||
;<code>cl_showfps</code> | ;<code>cl_showfps</code> | ||
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:A console variable that lets you see through walls. This way, you can see exactly what is being drawn - for reasons described in the [[Optimization (level design)/Visibility|visibility optimisation article]], often more than you might think is sensible. | :A console variable that lets you see through walls. This way, you can see exactly what is being drawn - for reasons described in the [[Optimization (level design)/Visibility|visibility optimisation article]], often more than you might think is sensible. | ||
:There are three wireframe modes, <code>1</code> through to <code>3</code>, which display the information you need with progressively fewer lines. | :There are three wireframe modes, <code>1</code> through to <code>3</code>, which display the information you need with progressively fewer lines. | ||
[[Category:Level design]] | [[Category:Level design]] |
Revision as of 14:42, 16 September 2008
Areas
- Leaks
- There's no excuse! Leaks will invalidate almost all of your efforts elsewhere.
- Visibility
- Reducing the number of surfaces and objects that are drawn in the first place. This is the largest and most important area.
- Physics
- Various tricks to avoid overloading the CPU with physics calculations.
- Materials
- Correct material choices will allow your map to scale down its demands on slower computers.
- Lighting
- Performance and file-size optimisation.
Commands
There are plenty more than those listed below — find them in their relevant articles. Note that sv_cheats
must be enabled for most to work.
cl_showfps
- A simple output of framerate.
1
is real-time,2
is averaged over the past second. showbudget
- A panel which displays how your computer is spending its budget for each frame. It's the premier tool for working out exactly what's sucking up performance in your map.
- It's invoked with
+showbudget
and-showbudget
, which means that you can bind the former to a key (i.e.bind <key> +showbudget
) and it will only appear when you hold that button down. mat_wireframe
- A console variable that lets you see through walls. This way, you can see exactly what is being drawn - for reasons described in the visibility optimisation article, often more than you might think is sensible.
- There are three wireframe modes,
1
through to3
, which display the information you need with progressively fewer lines.